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bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui/src/widget/text.rs
crates/bevy_ui/src/widget/text.rs
use crate::{ ComputedNode, ComputedUiRenderTargetInfo, ContentSize, FixedMeasure, Measure, MeasureArgs, Node, NodeMeasure, }; use bevy_asset::Assets; use bevy_color::Color; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ change_detection::DetectChanges, component::Component, entity::Entity, query::With, reflect::ReflectComponent, system::{Query, Res, ResMut}, world::Ref, }; use bevy_image::prelude::*; use bevy_math::Vec2; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_text::{ ComputedTextBlock, CosmicFontSystem, Font, FontAtlasSet, FontHinting, LineBreak, LineHeight, SwashCache, TextBounds, TextColor, TextError, TextFont, TextLayout, TextLayoutInfo, TextMeasureInfo, TextPipeline, TextReader, TextRoot, TextSpanAccess, TextWriter, }; use taffy::style::AvailableSpace; use tracing::error; /// UI text system flags. /// /// Used internally by [`measure_text_system`] and [`text_system`] to schedule text for processing. #[derive(Component, Debug, Clone, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct TextNodeFlags { /// If set then a new measure function for the text node will be created. needs_measure_fn: bool, /// If set then the text will be recomputed. needs_recompute: bool, } impl Default for TextNodeFlags { fn default() -> Self { Self { needs_measure_fn: true, needs_recompute: true, } } } /// The top-level UI text component. /// /// Adding [`Text`] to an entity will pull in required components for setting up a UI text node. /// /// The string in this component is the first 'text span' in a hierarchy of text spans that are collected into /// a [`ComputedTextBlock`]. See [`TextSpan`](bevy_text::TextSpan) for the component used by children of entities with [`Text`]. /// /// Note that [`Transform`](bevy_transform::components::Transform) on this entity is managed automatically by the UI layout system. /// /// /// ``` /// # use bevy_asset::Handle; /// # use bevy_color::Color; /// # use bevy_color::palettes::basic::BLUE; /// # use bevy_ecs::world::World; /// # use bevy_text::{Font, Justify, TextLayout, TextFont, TextColor, TextSpan}; /// # use bevy_ui::prelude::Text; /// # /// # let font_handle: Handle<Font> = Default::default(); /// # let mut world = World::default(); /// # /// // Basic usage. /// world.spawn(Text::new("hello world!")); /// /// // With non-default style. /// world.spawn(( /// Text::new("hello world!"), /// TextFont { /// font: font_handle.clone().into(), /// font_size: 60.0, /// ..Default::default() /// }, /// TextColor(BLUE.into()), /// )); /// /// // With text justification. /// world.spawn(( /// Text::new("hello world\nand bevy!"), /// TextLayout::new_with_justify(Justify::Center) /// )); /// /// // With spans /// world.spawn(Text::new("hello ")).with_children(|parent| { /// parent.spawn(TextSpan::new("world")); /// parent.spawn((TextSpan::new("!"), TextColor(BLUE.into()))); /// }); /// ``` #[derive(Component, Debug, Default, Clone, Deref, DerefMut, Reflect, PartialEq)] #[reflect(Component, Default, Debug, PartialEq, Clone)] #[require( Node, TextLayout, TextFont, TextColor, LineHeight, TextNodeFlags, ContentSize, // Enable hinting as UI text is normally pixel-aligned. FontHinting::Enabled )] pub struct Text(pub String); impl Text { /// Makes a new text component. pub fn new(text: impl Into<String>) -> Self { Self(text.into()) } } impl TextRoot for Text {} impl TextSpanAccess for Text { fn read_span(&self) -> &str { self.as_str() } fn write_span(&mut self) -> &mut String { &mut *self } } impl From<&str> for Text { fn from(value: &str) -> Self { Self(String::from(value)) } } impl From<String> for Text { fn from(value: String) -> Self { Self(value) } } /// Adds a shadow behind text /// /// Use the `Text2dShadow` component for `Text2d` shadows #[derive(Component, Copy, Clone, Debug, PartialEq, Reflect)] #[reflect(Component, Default, Debug, Clone, PartialEq)] pub struct TextShadow { /// Shadow displacement in logical pixels /// With a value of zero the shadow will be hidden directly behind the text pub offset: Vec2, /// Color of the shadow pub color: Color, } impl Default for TextShadow { fn default() -> Self { Self { offset: Vec2::splat(4.), color: Color::linear_rgba(0., 0., 0., 0.75), } } } /// UI alias for [`TextReader`]. pub type TextUiReader<'w, 's> = TextReader<'w, 's, Text>; /// UI alias for [`TextWriter`]. pub type TextUiWriter<'w, 's> = TextWriter<'w, 's, Text>; /// Text measurement for UI layout. See [`NodeMeasure`]. pub struct TextMeasure { pub info: TextMeasureInfo, } impl TextMeasure { /// Checks if the cosmic text buffer is needed for measuring the text. #[inline] pub const fn needs_buffer(height: Option<f32>, available_width: AvailableSpace) -> bool { height.is_none() && matches!(available_width, AvailableSpace::Definite(_)) } } impl Measure for TextMeasure { fn measure(&mut self, measure_args: MeasureArgs, _style: &taffy::Style) -> Vec2 { let MeasureArgs { width, height, available_width, buffer, font_system, .. } = measure_args; let x = width.unwrap_or_else(|| match available_width { AvailableSpace::Definite(x) => { // It is possible for the "min content width" to be larger than // the "max content width" when soft-wrapping right-aligned text // and possibly other situations. x.max(self.info.min.x).min(self.info.max.x) } AvailableSpace::MinContent => self.info.min.x, AvailableSpace::MaxContent => self.info.max.x, }); height .map_or_else( || match available_width { AvailableSpace::Definite(_) => { if let Some(buffer) = buffer { self.info.compute_size( TextBounds::new_horizontal(x), buffer, font_system, ) } else { error!("text measure failed, buffer is missing"); Vec2::default() } } AvailableSpace::MinContent => Vec2::new(x, self.info.min.y), AvailableSpace::MaxContent => Vec2::new(x, self.info.max.y), }, |y| Vec2::new(x, y), ) .ceil() } } /// Generates a new [`Measure`] for a text node on changes to its [`Text`] component. /// /// A `Measure` is used by the UI's layout algorithm to determine the appropriate amount of space /// to provide for the text given the fonts, the text itself and the constraints of the layout. /// /// * Measures are regenerated on changes to either [`ComputedTextBlock`] or [`ComputedUiRenderTargetInfo`]. /// * Changes that only modify the colors of a `Text` do not require a new `Measure`. This system /// is only able to detect that a `Text` component has changed and will regenerate the `Measure` on /// color changes. This can be expensive, particularly for large blocks of text, and the [`bypass_change_detection`](bevy_ecs::change_detection::DetectChangesMut::bypass_change_detection) /// method should be called when only changing the `Text`'s colors. pub fn measure_text_system( fonts: Res<Assets<Font>>, mut text_query: Query< ( Entity, Ref<TextLayout>, &mut ContentSize, &mut TextNodeFlags, &mut ComputedTextBlock, Ref<ComputedUiRenderTargetInfo>, &ComputedNode, Ref<FontHinting>, ), With<Node>, >, mut text_reader: TextUiReader, mut text_pipeline: ResMut<TextPipeline>, mut font_system: ResMut<CosmicFontSystem>, ) { for ( entity, block, mut content_size, mut text_flags, mut computed, computed_target, computed_node, hinting, ) in &mut text_query { // Note: the ComputedTextBlock::needs_rerender bool is cleared in create_text_measure(). // 1e-5 epsilon to ignore tiny scale factor float errors if !(1e-5 < (computed_target.scale_factor() - computed_node.inverse_scale_factor.recip()).abs() || computed.needs_rerender() || text_flags.needs_measure_fn || content_size.is_added() || hinting.is_changed()) { continue; } match text_pipeline.create_text_measure( entity, fonts.as_ref(), text_reader.iter(entity), computed_target.scale_factor.into(), &block, computed.as_mut(), &mut font_system, *hinting, ) { Ok(measure) => { if block.linebreak == LineBreak::NoWrap { content_size.set(NodeMeasure::Fixed(FixedMeasure { size: measure.max })); } else { content_size.set(NodeMeasure::Text(TextMeasure { info: measure })); } // Text measure func created successfully, so set `TextNodeFlags` to schedule a recompute text_flags.needs_measure_fn = false; text_flags.needs_recompute = true; } Err(TextError::NoSuchFont) => { // Try again next frame text_flags.needs_measure_fn = true; } Err( e @ (TextError::FailedToAddGlyph(_) | TextError::FailedToGetGlyphImage(_) | TextError::MissingAtlasLayout | TextError::MissingAtlasTexture | TextError::InconsistentAtlasState), ) => { panic!("Fatal error when processing text: {e}."); } }; } } /// Updates the layout and size information for a UI text node on changes to the size value of its [`Node`] component, /// or when the `needs_recompute` field of [`TextNodeFlags`] is set to true. /// This information is computed by the [`TextPipeline`] and then stored in [`TextLayoutInfo`]. /// /// ## World Resources /// /// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets. /// It does not modify or observe existing ones. The exception is when adding new glyphs to a [`bevy_text::FontAtlas`]. pub fn text_system( mut textures: ResMut<Assets<Image>>, mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>, mut font_atlas_set: ResMut<FontAtlasSet>, mut text_pipeline: ResMut<TextPipeline>, mut text_query: Query<( Ref<ComputedNode>, &TextLayout, &mut TextLayoutInfo, &mut TextNodeFlags, &mut ComputedTextBlock, )>, mut font_system: ResMut<CosmicFontSystem>, mut swash_cache: ResMut<SwashCache>, ) { for (node, block, mut text_layout_info, mut text_flags, mut computed) in &mut text_query { if node.is_changed() || text_flags.needs_recompute { // Skip the text node if it is waiting for a new measure func if text_flags.needs_measure_fn { continue; } let physical_node_size = if block.linebreak == LineBreak::NoWrap { // With `NoWrap` set, no constraints are placed on the width of the text. TextBounds::UNBOUNDED } else { // `scale_factor` is already multiplied by `UiScale` TextBounds::new(node.unrounded_size.x, node.unrounded_size.y) }; match text_pipeline.update_text_layout_info( &mut text_layout_info, &mut font_atlas_set, &mut texture_atlases, &mut textures, &mut computed, &mut font_system, &mut swash_cache, physical_node_size, block.justify, ) { Err(TextError::NoSuchFont) => { // There was an error processing the text layout, try again next frame text_flags.needs_recompute = true; } Err( e @ (TextError::FailedToAddGlyph(_) | TextError::FailedToGetGlyphImage(_) | TextError::MissingAtlasLayout | TextError::MissingAtlasTexture | TextError::InconsistentAtlasState), ) => { panic!("Fatal error when processing text: {e}."); } Ok(()) => { text_layout_info.scale_factor = node.inverse_scale_factor().recip(); text_layout_info.size *= node.inverse_scale_factor(); text_flags.needs_recompute = false; } } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui/src/widget/mod.rs
crates/bevy_ui/src/widget/mod.rs
//! This module contains the basic building blocks of Bevy's UI mod button; mod image; mod label; mod text; mod viewport; pub use button::*; pub use image::*; pub use label::*; pub use text::*; pub use viewport::*;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui/src/widget/label.rs
crates/bevy_ui/src/widget/label.rs
use bevy_ecs::{prelude::Component, reflect::ReflectComponent}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; /// Marker struct for labels #[derive(Component, Debug, Default, Clone, Copy, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct Label;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/lib.rs
crates/bevy_ui_render/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] #![cfg_attr(docsrs, feature(doc_cfg))] #![doc( html_logo_url = "https://bevyengine.org/assets/icon.png", html_favicon_url = "https://bevyengine.org/assets/icon.png" )] //! Provides rendering functionality for `bevy_ui`. pub mod box_shadow; mod color_space; mod gradient; mod pipeline; mod render_pass; pub mod ui_material; mod ui_material_pipeline; pub mod ui_texture_slice_pipeline; #[cfg(feature = "bevy_ui_debug")] mod debug_overlay; use bevy_camera::visibility::InheritedVisibility; use bevy_camera::{Camera, Camera2d, Camera3d, RenderTarget}; use bevy_reflect::prelude::ReflectDefault; use bevy_reflect::Reflect; use bevy_shader::load_shader_library; use bevy_sprite_render::SpriteAssetEvents; use bevy_ui::widget::{ImageNode, TextShadow, ViewportNode}; use bevy_ui::{ BackgroundColor, BorderColor, CalculatedClip, ComputedNode, ComputedUiTargetCamera, Display, Node, Outline, ResolvedBorderRadius, UiGlobalTransform, }; use bevy_app::prelude::*; use bevy_asset::{AssetEvent, AssetId, Assets}; use bevy_color::{Alpha, ColorToComponents, LinearRgba}; use bevy_core_pipeline::core_2d::graph::{Core2d, Node2d}; use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d}; use bevy_ecs::prelude::*; use bevy_ecs::system::SystemParam; use bevy_image::{prelude::*, TRANSPARENT_IMAGE_HANDLE}; use bevy_math::{Affine2, FloatOrd, Mat4, Rect, UVec4, Vec2}; use bevy_render::{ render_asset::RenderAssets, render_graph::{Node as RenderGraphNode, NodeRunError, RenderGraph, RenderGraphContext}, render_phase::{ sort_phase_system, AddRenderCommand, DrawFunctions, PhaseItem, PhaseItemExtraIndex, ViewSortedRenderPhases, }, render_resource::*, renderer::{RenderContext, RenderDevice, RenderQueue}, sync_world::{MainEntity, RenderEntity, TemporaryRenderEntity}, texture::GpuImage, view::{ExtractedView, Hdr, RetainedViewEntity, ViewUniforms}, Extract, ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_sprite::BorderRect; #[cfg(feature = "bevy_ui_debug")] pub use debug_overlay::UiDebugOptions; use color_space::ColorSpacePlugin; use gradient::GradientPlugin; use bevy_platform::collections::{HashMap, HashSet}; use bevy_text::{ ComputedTextBlock, PositionedGlyph, Strikethrough, StrikethroughColor, TextBackgroundColor, TextColor, TextLayoutInfo, Underline, UnderlineColor, }; use bevy_transform::components::GlobalTransform; use box_shadow::BoxShadowPlugin; use bytemuck::{Pod, Zeroable}; use core::ops::Range; use graph::{NodeUi, SubGraphUi}; pub use pipeline::*; pub use render_pass::*; pub use ui_material_pipeline::*; use ui_texture_slice_pipeline::UiTextureSlicerPlugin; pub mod graph { use bevy_render::render_graph::{RenderLabel, RenderSubGraph}; #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderSubGraph)] pub struct SubGraphUi; #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)] pub enum NodeUi { UiPass, } } pub mod prelude { #[cfg(feature = "bevy_ui_debug")] pub use crate::debug_overlay::UiDebugOptions; pub use crate::{ ui_material::*, ui_material_pipeline::UiMaterialPlugin, BoxShadowSamples, UiAntiAlias, }; } /// Local Z offsets of "extracted nodes" for a given entity. These exist to allow rendering multiple "extracted nodes" /// for a given source entity (ex: render both a background color _and_ a custom material for a given node). /// /// When possible these offsets should be defined in _this_ module to ensure z-index coordination across contexts. /// When this is _not_ possible, pick a suitably unique index unlikely to clash with other things (ex: `0.1826823` not `0.1`). /// /// Offsets should be unique for a given node entity to avoid z fighting. /// These should pretty much _always_ be larger than -0.5 and smaller than 0.5 to avoid clipping into nodes /// above / below the current node in the stack. /// /// A z-index of 0.0 is the baseline, which is used as the primary "background color" of the node. /// /// Note that nodes "stack" on each other, so a negative offset on the node above could clip _into_ /// a positive offset on a node below. pub mod stack_z_offsets { pub const BOX_SHADOW: f32 = -0.1; pub const BACKGROUND_COLOR: f32 = 0.0; pub const BORDER: f32 = 0.01; pub const GRADIENT: f32 = 0.02; pub const BORDER_GRADIENT: f32 = 0.03; pub const IMAGE: f32 = 0.04; pub const MATERIAL: f32 = 0.05; pub const TEXT: f32 = 0.06; pub const TEXT_STRIKETHROUGH: f32 = 0.07; } #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum RenderUiSystems { ExtractCameraViews, ExtractBoxShadows, ExtractBackgrounds, ExtractImages, ExtractTextureSlice, ExtractBorders, ExtractViewportNodes, ExtractTextBackgrounds, ExtractTextShadows, ExtractText, ExtractDebug, ExtractGradient, } /// Marker for controlling whether UI is rendered with or without anti-aliasing /// in a camera. By default, UI is always anti-aliased. /// /// **Note:** This does not affect text anti-aliasing. For that, use the `font_smoothing` property of the [`TextFont`](bevy_text::TextFont) component. /// /// ``` /// use bevy_camera::prelude::*; /// use bevy_ecs::prelude::*; /// use bevy_ui::prelude::*; /// use bevy_ui_render::prelude::*; /// /// fn spawn_camera(mut commands: Commands) { /// commands.spawn(( /// Camera2d, /// // This will cause all UI in this camera to be rendered without /// // anti-aliasing /// UiAntiAlias::Off, /// )); /// } /// ``` #[derive(Component, Clone, Copy, Default, Debug, Reflect, Eq, PartialEq)] #[reflect(Component, Default, PartialEq, Clone)] pub enum UiAntiAlias { /// UI will render with anti-aliasing #[default] On, /// UI will render without anti-aliasing Off, } /// Number of shadow samples. /// A larger value will result in higher quality shadows. /// Default is 4, values higher than ~10 offer diminishing returns. /// /// ``` /// use bevy_camera::prelude::*; /// use bevy_ecs::prelude::*; /// use bevy_ui::prelude::*; /// use bevy_ui_render::prelude::*; /// /// fn spawn_camera(mut commands: Commands) { /// commands.spawn(( /// Camera2d, /// BoxShadowSamples(6), /// )); /// } /// ``` #[derive(Component, Clone, Copy, Debug, Reflect, Eq, PartialEq)] #[reflect(Component, Default, PartialEq, Clone)] pub struct BoxShadowSamples(pub u32); impl Default for BoxShadowSamples { fn default() -> Self { Self(4) } } #[derive(Default)] pub struct UiRenderPlugin; impl Plugin for UiRenderPlugin { fn build(&self, app: &mut App) { load_shader_library!(app, "ui.wgsl"); #[cfg(feature = "bevy_ui_debug")] app.init_resource::<UiDebugOptions>(); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<SpecializedRenderPipelines<UiPipeline>>() .init_resource::<ImageNodeBindGroups>() .init_resource::<UiMeta>() .init_resource::<ExtractedUiNodes>() .allow_ambiguous_resource::<ExtractedUiNodes>() .init_resource::<DrawFunctions<TransparentUi>>() .init_resource::<ViewSortedRenderPhases<TransparentUi>>() .add_render_command::<TransparentUi, DrawUi>() .configure_sets( ExtractSchedule, ( RenderUiSystems::ExtractCameraViews, RenderUiSystems::ExtractBoxShadows, RenderUiSystems::ExtractBackgrounds, RenderUiSystems::ExtractImages, RenderUiSystems::ExtractTextureSlice, RenderUiSystems::ExtractBorders, RenderUiSystems::ExtractTextBackgrounds, RenderUiSystems::ExtractTextShadows, RenderUiSystems::ExtractText, RenderUiSystems::ExtractDebug, ) .chain(), ) .add_systems(RenderStartup, init_ui_pipeline) .add_systems( ExtractSchedule, ( extract_ui_camera_view.in_set(RenderUiSystems::ExtractCameraViews), extract_uinode_background_colors.in_set(RenderUiSystems::ExtractBackgrounds), extract_uinode_images.in_set(RenderUiSystems::ExtractImages), extract_uinode_borders.in_set(RenderUiSystems::ExtractBorders), extract_viewport_nodes.in_set(RenderUiSystems::ExtractViewportNodes), extract_text_decorations.in_set(RenderUiSystems::ExtractTextBackgrounds), extract_text_shadows.in_set(RenderUiSystems::ExtractTextShadows), extract_text_sections.in_set(RenderUiSystems::ExtractText), #[cfg(feature = "bevy_ui_debug")] debug_overlay::extract_debug_overlay.in_set(RenderUiSystems::ExtractDebug), ), ) .add_systems( Render, ( queue_uinodes.in_set(RenderSystems::Queue), sort_phase_system::<TransparentUi>.in_set(RenderSystems::PhaseSort), prepare_uinodes.in_set(RenderSystems::PrepareBindGroups), ), ); // Render graph render_app .world_mut() .resource_scope(|world, mut graph: Mut<RenderGraph>| { if let Some(graph_2d) = graph.get_sub_graph_mut(Core2d) { let ui_graph_2d = new_ui_graph(world); graph_2d.add_sub_graph(SubGraphUi, ui_graph_2d); graph_2d.add_node(NodeUi::UiPass, RunUiSubgraphOnUiViewNode); graph_2d.add_node_edge(Node2d::EndMainPass, NodeUi::UiPass); graph_2d.add_node_edge(Node2d::EndMainPassPostProcessing, NodeUi::UiPass); graph_2d.add_node_edge(NodeUi::UiPass, Node2d::Upscaling); } if let Some(graph_3d) = graph.get_sub_graph_mut(Core3d) { let ui_graph_3d = new_ui_graph(world); graph_3d.add_sub_graph(SubGraphUi, ui_graph_3d); graph_3d.add_node(NodeUi::UiPass, RunUiSubgraphOnUiViewNode); graph_3d.add_node_edge(Node3d::EndMainPass, NodeUi::UiPass); graph_3d.add_node_edge(Node3d::EndMainPassPostProcessing, NodeUi::UiPass); graph_3d.add_node_edge(NodeUi::UiPass, Node3d::Upscaling); } }); app.add_plugins(UiTextureSlicerPlugin); app.add_plugins(ColorSpacePlugin); app.add_plugins(GradientPlugin); app.add_plugins(BoxShadowPlugin); } } fn new_ui_graph(world: &mut World) -> RenderGraph { let ui_pass_node = UiPassNode::new(world); let mut ui_graph = RenderGraph::default(); ui_graph.add_node(NodeUi::UiPass, ui_pass_node); ui_graph } #[derive(SystemParam)] pub struct UiCameraMap<'w, 's> { mapping: Query<'w, 's, RenderEntity>, } impl<'w, 's> UiCameraMap<'w, 's> { /// Creates a [`UiCameraMapper`] for performing repeated camera-to-render-entity lookups. /// /// The last successful mapping is cached to avoid redundant queries. pub fn get_mapper(&'w self) -> UiCameraMapper<'w, 's> { UiCameraMapper { mapping: &self.mapping, camera_entity: Entity::PLACEHOLDER, render_entity: Entity::PLACEHOLDER, } } } /// Helper for mapping UI target camera entities to their corresponding render entities, /// with caching to avoid repeated lookups for the same camera. pub struct UiCameraMapper<'w, 's> { mapping: &'w Query<'w, 's, RenderEntity>, /// Cached camera entity from the last successful `map` call. camera_entity: Entity, /// Cached camera entity from the last successful `map` call. render_entity: Entity, } impl<'w, 's> UiCameraMapper<'w, 's> { /// Returns the render entity corresponding to the given [`ComputedUiTargetCamera`]'s camera, or none if no corresponding entity was found. pub fn map(&mut self, computed_target: &ComputedUiTargetCamera) -> Option<Entity> { let camera_entity = computed_target.get()?; if self.camera_entity != camera_entity { let new_render_camera_entity = self.mapping.get(camera_entity).ok()?; self.render_entity = new_render_camera_entity; self.camera_entity = camera_entity; } Some(self.render_entity) } /// Returns the cached camera entity from the last successful `map` call. pub fn current_camera(&self) -> Entity { self.camera_entity } } pub struct ExtractedUiNode { pub z_order: f32, pub image: AssetId<Image>, pub clip: Option<Rect>, /// Render world entity of the extracted camera corresponding to this node's target camera. pub extracted_camera_entity: Entity, pub item: ExtractedUiItem, pub main_entity: MainEntity, pub render_entity: Entity, pub transform: Affine2, } /// The type of UI node. /// This is used to determine how to render the UI node. #[derive(Clone, Copy, Debug, PartialEq)] pub enum NodeType { Rect, Border(u32), // shader flags } pub enum ExtractedUiItem { Node { color: LinearRgba, rect: Rect, atlas_scaling: Option<Vec2>, flip_x: bool, flip_y: bool, /// Border radius of the UI node. /// Ordering: top left, top right, bottom right, bottom left. border_radius: ResolvedBorderRadius, /// Border thickness of the UI node. /// Ordering: left, top, right, bottom. border: BorderRect, node_type: NodeType, }, /// A contiguous sequence of text glyphs from the same section Glyphs { /// Indices into [`ExtractedUiNodes::glyphs`] range: Range<usize>, }, } pub struct ExtractedGlyph { pub color: LinearRgba, pub translation: Vec2, pub rect: Rect, } #[derive(Resource, Default)] pub struct ExtractedUiNodes { pub uinodes: Vec<ExtractedUiNode>, pub glyphs: Vec<ExtractedGlyph>, } impl ExtractedUiNodes { pub fn clear(&mut self) { self.uinodes.clear(); self.glyphs.clear(); } } /// A [`RenderGraphNode`] that executes the UI rendering subgraph on the UI /// view. struct RunUiSubgraphOnUiViewNode; impl RenderGraphNode for RunUiSubgraphOnUiViewNode { fn run<'w>( &self, graph: &mut RenderGraphContext, _: &mut RenderContext<'w>, world: &'w World, ) -> Result<(), NodeRunError> { // Fetch the UI view. let Some(mut render_views) = world.try_query::<&UiCameraView>() else { return Ok(()); }; let Ok(ui_camera_view) = render_views.get(world, graph.view_entity()) else { return Ok(()); }; // Run the subgraph on the UI view. graph.run_sub_graph(SubGraphUi, vec![], Some(ui_camera_view.0), None)?; Ok(()) } } pub fn extract_uinode_background_colors( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiNodes>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, &BackgroundColor, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, uinode, transform, inherited_visibility, clip, camera, background_color) in &uinode_query { // Skip invisible backgrounds if !inherited_visibility.get() || background_color.0.is_fully_transparent() || uinode.is_empty() { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; extracted_uinodes.uinodes.push(ExtractedUiNode { render_entity: commands.spawn(TemporaryRenderEntity).id(), z_order: uinode.stack_index as f32 + stack_z_offsets::BACKGROUND_COLOR, clip: clip.map(|clip| clip.clip), image: AssetId::default(), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color: background_color.0.into(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, atlas_scaling: None, flip_x: false, flip_y: false, border: uinode.border(), border_radius: uinode.border_radius(), node_type: NodeType::Rect, }, main_entity: entity.into(), }); } } pub fn extract_uinode_images( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiNodes>, texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, &ImageNode, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, uinode, transform, inherited_visibility, clip, camera, image) in &uinode_query { // Skip invisible images if !inherited_visibility.get() || image.color.is_fully_transparent() || image.image.id() == TRANSPARENT_IMAGE_HANDLE.id() || image.image_mode.uses_slices() || uinode.is_empty() { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; let atlas_rect = image .texture_atlas .as_ref() .and_then(|s| s.texture_rect(&texture_atlases)) .map(|r| r.as_rect()); let mut rect = match (atlas_rect, image.rect) { (None, None) => Rect { min: Vec2::ZERO, max: uinode.size, }, (None, Some(image_rect)) => image_rect, (Some(atlas_rect), None) => atlas_rect, (Some(atlas_rect), Some(mut image_rect)) => { image_rect.min += atlas_rect.min; image_rect.max += atlas_rect.min; image_rect } }; let atlas_scaling = if atlas_rect.is_some() || image.rect.is_some() { let atlas_scaling = uinode.size() / rect.size(); rect.min *= atlas_scaling; rect.max *= atlas_scaling; Some(atlas_scaling) } else { None }; extracted_uinodes.uinodes.push(ExtractedUiNode { z_order: uinode.stack_index as f32 + stack_z_offsets::IMAGE, render_entity: commands.spawn(TemporaryRenderEntity).id(), clip: clip.map(|clip| clip.clip), image: image.image.id(), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color: image.color.into(), rect, atlas_scaling, flip_x: image.flip_x, flip_y: image.flip_y, border: uinode.border, border_radius: uinode.border_radius, node_type: NodeType::Rect, }, main_entity: entity.into(), }); } } pub fn extract_uinode_borders( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiNodes>, uinode_query: Extract< Query<( Entity, &Node, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, AnyOf<(&BorderColor, &Outline)>, )>, >, camera_map: Extract<UiCameraMap>, ) { let image = AssetId::<Image>::default(); let mut camera_mapper = camera_map.get_mapper(); for ( entity, node, computed_node, transform, inherited_visibility, maybe_clip, camera, (maybe_border_color, maybe_outline), ) in &uinode_query { // Skip invisible borders and removed nodes if !inherited_visibility.get() || node.display == Display::None { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; // Don't extract borders with zero width along all edges if computed_node.border() != BorderRect::ZERO && let Some(border_color) = maybe_border_color { let border_colors = [ border_color.left.to_linear(), border_color.top.to_linear(), border_color.right.to_linear(), border_color.bottom.to_linear(), ]; const BORDER_FLAGS: [u32; 4] = [ shader_flags::BORDER_LEFT, shader_flags::BORDER_TOP, shader_flags::BORDER_RIGHT, shader_flags::BORDER_BOTTOM, ]; let mut completed_flags = 0; for (i, &color) in border_colors.iter().enumerate() { if color.is_fully_transparent() { continue; } let mut border_flags = BORDER_FLAGS[i]; if completed_flags & border_flags != 0 { continue; } for j in i + 1..4 { if color == border_colors[j] { border_flags |= BORDER_FLAGS[j]; } } completed_flags |= border_flags; extracted_uinodes.uinodes.push(ExtractedUiNode { z_order: computed_node.stack_index as f32 + stack_z_offsets::BORDER, image, clip: maybe_clip.map(|clip| clip.clip), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color, rect: Rect { max: computed_node.size(), ..Default::default() }, atlas_scaling: None, flip_x: false, flip_y: false, border: computed_node.border(), border_radius: computed_node.border_radius(), node_type: NodeType::Border(border_flags), }, main_entity: entity.into(), render_entity: commands.spawn(TemporaryRenderEntity).id(), }); } } if computed_node.outline_width() <= 0. { continue; } if let Some(outline) = maybe_outline.filter(|outline| !outline.color.is_fully_transparent()) { let outline_size = computed_node.outlined_node_size(); extracted_uinodes.uinodes.push(ExtractedUiNode { z_order: computed_node.stack_index as f32 + stack_z_offsets::BORDER, render_entity: commands.spawn(TemporaryRenderEntity).id(), image, clip: maybe_clip.map(|clip| clip.clip), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color: outline.color.into(), rect: Rect { max: outline_size, ..Default::default() }, atlas_scaling: None, flip_x: false, flip_y: false, border: BorderRect::all(computed_node.outline_width()), border_radius: computed_node.outline_radius(), node_type: NodeType::Border(shader_flags::BORDER_ALL), }, main_entity: entity.into(), }); } } } /// The UI camera is "moved back" by this many units (plus the [`UI_CAMERA_TRANSFORM_OFFSET`]) and also has a view /// distance of this many units. This ensures that with a left-handed projection, /// as ui elements are "stacked on top of each other", they are within the camera's view /// and have room to grow. // TODO: Consider computing this value at runtime based on the maximum z-value. const UI_CAMERA_FAR: f32 = 1000.0; // This value is subtracted from the far distance for the camera's z-position to ensure nodes at z == 0.0 are rendered // TODO: Evaluate if we still need this. const UI_CAMERA_TRANSFORM_OFFSET: f32 = -0.1; /// The ID of the subview associated with a camera on which UI is to be drawn. /// /// When UI is present, cameras extract to two views: the main 2D/3D one and a /// UI one. The main 2D or 3D camera gets subview 0, and the corresponding UI /// camera gets this subview, 1. const UI_CAMERA_SUBVIEW: u32 = 1; /// A render-world component that lives on the main render target view and /// specifies the corresponding UI view. /// /// For example, if UI is being rendered to a 3D camera, this component lives on /// the 3D camera and contains the entity corresponding to the UI view. #[derive(Component)] /// Entity id of the temporary render entity with the corresponding extracted UI view. pub struct UiCameraView(pub Entity); /// A render-world component that lives on the UI view and specifies the /// corresponding main render target view. /// /// For example, if the UI is being rendered to a 3D camera, this component /// lives on the UI view and contains the entity corresponding to the 3D camera. /// /// This is the inverse of [`UiCameraView`]. #[derive(Component)] pub struct UiViewTarget(pub Entity); /// Extracts all UI elements associated with a camera into the render world. pub fn extract_ui_camera_view( mut commands: Commands, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, query: Extract< Query< ( Entity, RenderEntity, &Camera, Has<Hdr>, Option<&UiAntiAlias>, Option<&BoxShadowSamples>, ), Or<(With<Camera2d>, With<Camera3d>)>, >, >, mut live_entities: Local<HashSet<RetainedViewEntity>>, ) { live_entities.clear(); for (main_entity, render_entity, camera, hdr, ui_anti_alias, shadow_samples) in &query { // ignore inactive cameras if !camera.is_active { commands .get_entity(render_entity) .expect("Camera entity wasn't synced.") .remove::<(UiCameraView, UiAntiAlias, BoxShadowSamples)>(); continue; } if let Some(physical_viewport_rect) = camera.physical_viewport_rect() { // use a projection matrix with the origin in the top left instead of the bottom left that comes with OrthographicProjection let projection_matrix = Mat4::orthographic_rh( 0.0, physical_viewport_rect.width() as f32, physical_viewport_rect.height() as f32, 0.0, 0.0, UI_CAMERA_FAR, ); // We use `UI_CAMERA_SUBVIEW` here so as not to conflict with the // main 3D or 2D camera, which will have subview index 0. let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, UI_CAMERA_SUBVIEW); // Creates the UI view. let ui_camera_view = commands .spawn(( ExtractedView { retained_view_entity, clip_from_view: projection_matrix, world_from_view: GlobalTransform::from_xyz( 0.0, 0.0, UI_CAMERA_FAR + UI_CAMERA_TRANSFORM_OFFSET, ), clip_from_world: None, hdr, viewport: UVec4::from(( physical_viewport_rect.min, physical_viewport_rect.size(), )), color_grading: Default::default(), invert_culling: false, }, // Link to the main camera view. UiViewTarget(render_entity), TemporaryRenderEntity, )) .id(); let mut entity_commands = commands .get_entity(render_entity) .expect("Camera entity wasn't synced."); // Link from the main 2D/3D camera view to the UI view. entity_commands.insert(UiCameraView(ui_camera_view)); if let Some(ui_anti_alias) = ui_anti_alias { entity_commands.insert(*ui_anti_alias); } if let Some(shadow_samples) = shadow_samples { entity_commands.insert(*shadow_samples); } transparent_render_phases.insert_or_clear(retained_view_entity); live_entities.insert(retained_view_entity); } } transparent_render_phases.retain(|entity, _| live_entities.contains(entity)); } pub fn extract_viewport_nodes( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiNodes>, camera_query: Extract<Query<(&Camera, &RenderTarget)>>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, &ViewportNode, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, uinode, transform, inherited_visibility, clip, camera, viewport_node) in &uinode_query { // Skip invisible images if !inherited_visibility.get() || uinode.is_empty() { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; let Some(image) = camera_query .get(viewport_node.camera) .ok() .and_then(|(_, render_target)| render_target.as_image()) else { continue; }; extracted_uinodes.uinodes.push(ExtractedUiNode { z_order: uinode.stack_index as f32 + stack_z_offsets::IMAGE, render_entity: commands.spawn(TemporaryRenderEntity).id(), clip: clip.map(|clip| clip.clip), image: image.id(), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color: LinearRgba::WHITE, rect: Rect { min: Vec2::ZERO, max: uinode.size, }, atlas_scaling: None, flip_x: false, flip_y: false, border: uinode.border(), border_radius: uinode.border_radius(), node_type: NodeType::Rect, }, main_entity: entity.into(), }); } } pub fn extract_text_sections( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiNodes>, texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, &ComputedTextBlock, &TextColor, &TextLayoutInfo, )>, >, text_styles: Extract<Query<&TextColor>>, camera_map: Extract<UiCameraMap>, ) { let mut start = extracted_uinodes.glyphs.len(); let mut end = start + 1; let mut camera_mapper = camera_map.get_mapper(); for ( entity, uinode, transform,
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/box_shadow.rs
crates/bevy_ui_render/src/box_shadow.rs
//! Box shadows rendering use core::{hash::Hash, ops::Range}; use bevy_app::prelude::*; use bevy_asset::*; use bevy_camera::visibility::InheritedVisibility; use bevy_color::{Alpha, ColorToComponents, LinearRgba}; use bevy_ecs::prelude::*; use bevy_ecs::{ prelude::Component, system::{ lifetimeless::{Read, SRes}, *, }, }; use bevy_image::BevyDefault as _; use bevy_math::{vec2, Affine2, FloatOrd, Rect, Vec2}; use bevy_mesh::VertexBufferLayout; use bevy_render::sync_world::{MainEntity, TemporaryRenderEntity}; use bevy_render::{ render_phase::*, render_resource::{binding_types::uniform_buffer, *}, renderer::{RenderDevice, RenderQueue}, view::*, Extract, ExtractSchedule, Render, RenderSystems, }; use bevy_render::{RenderApp, RenderStartup}; use bevy_shader::{Shader, ShaderDefVal}; use bevy_ui::{ BoxShadow, CalculatedClip, ComputedNode, ComputedUiRenderTargetInfo, ComputedUiTargetCamera, ResolvedBorderRadius, UiGlobalTransform, Val, }; use bevy_utils::default; use bytemuck::{Pod, Zeroable}; use crate::{BoxShadowSamples, RenderUiSystems, TransparentUi, UiCameraMap}; use super::{stack_z_offsets, UiCameraView, QUAD_INDICES, QUAD_VERTEX_POSITIONS}; /// A plugin that enables the rendering of box shadows. pub struct BoxShadowPlugin; impl Plugin for BoxShadowPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "box_shadow.wgsl"); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .add_render_command::<TransparentUi, DrawBoxShadows>() .init_resource::<ExtractedBoxShadows>() .init_resource::<BoxShadowMeta>() .init_resource::<SpecializedRenderPipelines<BoxShadowPipeline>>() .add_systems(RenderStartup, init_box_shadow_pipeline) .add_systems( ExtractSchedule, extract_shadows.in_set(RenderUiSystems::ExtractBoxShadows), ) .add_systems( Render, ( queue_shadows.in_set(RenderSystems::Queue), prepare_shadows.in_set(RenderSystems::PrepareBindGroups), ), ); } } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] struct BoxShadowVertex { position: [f32; 3], uvs: [f32; 2], vertex_color: [f32; 4], size: [f32; 2], radius: [f32; 4], blur: f32, bounds: [f32; 2], } #[derive(Component)] pub struct UiShadowsBatch { pub range: Range<u32>, pub camera: Entity, } /// Contains the vertices and bind groups to be sent to the GPU #[derive(Resource)] pub struct BoxShadowMeta { vertices: RawBufferVec<BoxShadowVertex>, indices: RawBufferVec<u32>, view_bind_group: Option<BindGroup>, } impl Default for BoxShadowMeta { fn default() -> Self { Self { vertices: RawBufferVec::new(BufferUsages::VERTEX), indices: RawBufferVec::new(BufferUsages::INDEX), view_bind_group: None, } } } #[derive(Resource)] pub struct BoxShadowPipeline { pub view_layout: BindGroupLayoutDescriptor, pub shader: Handle<Shader>, } pub fn init_box_shadow_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let view_layout = BindGroupLayoutDescriptor::new( "box_shadow_view_layout", &BindGroupLayoutEntries::single( ShaderStages::VERTEX_FRAGMENT, uniform_buffer::<ViewUniform>(true), ), ); commands.insert_resource(BoxShadowPipeline { view_layout, shader: load_embedded_asset!(asset_server.as_ref(), "box_shadow.wgsl"), }); } #[derive(Clone, Copy, Hash, PartialEq, Eq)] pub struct BoxShadowPipelineKey { pub hdr: bool, /// Number of samples, a higher value results in better quality shadows. pub samples: u32, } impl SpecializedRenderPipeline for BoxShadowPipeline { type Key = BoxShadowPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let vertex_layout = VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, vec![ // position VertexFormat::Float32x3, // uv VertexFormat::Float32x2, // color VertexFormat::Float32x4, // target rect size VertexFormat::Float32x2, // corner radius values (top left, top right, bottom right, bottom left) VertexFormat::Float32x4, // blur radius VertexFormat::Float32, // outer size VertexFormat::Float32x2, ], ); let shader_defs = vec![ShaderDefVal::UInt( "SHADOW_SAMPLES".to_string(), key.samples, )]; RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone()], label: Some("box_shadow_pipeline".into()), ..default() } } } /// Description of a shadow to be sorted and queued for rendering pub struct ExtractedBoxShadow { pub stack_index: u32, pub transform: Affine2, pub bounds: Vec2, pub clip: Option<Rect>, pub extracted_camera_entity: Entity, pub color: LinearRgba, pub radius: ResolvedBorderRadius, pub blur_radius: f32, pub size: Vec2, pub main_entity: MainEntity, pub render_entity: Entity, } /// List of extracted shadows to be sorted and queued for rendering #[derive(Resource, Default)] pub struct ExtractedBoxShadows { pub box_shadows: Vec<ExtractedBoxShadow>, } pub fn extract_shadows( mut commands: Commands, mut extracted_box_shadows: ResMut<ExtractedBoxShadows>, box_shadow_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, &BoxShadow, Option<&CalculatedClip>, &ComputedUiTargetCamera, &ComputedUiRenderTargetInfo, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut mapping = camera_map.get_mapper(); for (entity, uinode, transform, visibility, box_shadow, clip, camera, target) in &box_shadow_query { // Skip if no visible shadows if !visibility.get() || box_shadow.is_empty() || uinode.is_empty() { continue; } let Some(extracted_camera_entity) = mapping.map(camera) else { continue; }; let ui_physical_viewport_size = target.physical_size().as_vec2(); let scale_factor = target.scale_factor(); for drop_shadow in box_shadow.iter() { if drop_shadow.color.is_fully_transparent() { continue; } let resolve_val = |val, base, scale_factor| match val { Val::Auto => 0., Val::Px(px) => px * scale_factor, Val::Percent(percent) => percent / 100. * base, Val::Vw(percent) => percent / 100. * ui_physical_viewport_size.x, Val::Vh(percent) => percent / 100. * ui_physical_viewport_size.y, Val::VMin(percent) => percent / 100. * ui_physical_viewport_size.min_element(), Val::VMax(percent) => percent / 100. * ui_physical_viewport_size.max_element(), }; let spread_x = resolve_val(drop_shadow.spread_radius, uinode.size().x, scale_factor); let spread_ratio = (spread_x + uinode.size().x) / uinode.size().x; let spread = vec2(spread_x, uinode.size().y * spread_ratio - uinode.size().y); let blur_radius = resolve_val(drop_shadow.blur_radius, uinode.size().x, scale_factor); let offset = vec2( resolve_val(drop_shadow.x_offset, uinode.size().x, scale_factor), resolve_val(drop_shadow.y_offset, uinode.size().y, scale_factor), ); let shadow_size = uinode.size() + spread; if shadow_size.cmple(Vec2::ZERO).any() { continue; } let radius = ResolvedBorderRadius { top_left: uinode.border_radius.top_left * spread_ratio, top_right: uinode.border_radius.top_right * spread_ratio, bottom_left: uinode.border_radius.bottom_left * spread_ratio, bottom_right: uinode.border_radius.bottom_right * spread_ratio, }; extracted_box_shadows.box_shadows.push(ExtractedBoxShadow { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: uinode.stack_index, transform: Affine2::from(transform) * Affine2::from_translation(offset), color: drop_shadow.color.into(), bounds: shadow_size + 6. * blur_radius, clip: clip.map(|clip| clip.clip), extracted_camera_entity, radius, blur_radius, size: shadow_size, main_entity: entity.into(), }); } } } #[expect( clippy::too_many_arguments, reason = "it's a system that needs a lot of them" )] pub fn queue_shadows( extracted_box_shadows: ResMut<ExtractedBoxShadows>, box_shadow_pipeline: Res<BoxShadowPipeline>, mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut render_views: Query<(&UiCameraView, Option<&BoxShadowSamples>), With<ExtractedView>>, camera_views: Query<&ExtractedView>, pipeline_cache: Res<PipelineCache>, draw_functions: Res<DrawFunctions<TransparentUi>>, ) { let draw_function = draw_functions.read().id::<DrawBoxShadows>(); for (index, extracted_shadow) in extracted_box_shadows.box_shadows.iter().enumerate() { let entity = extracted_shadow.render_entity; let Ok((default_camera_view, shadow_samples)) = render_views.get_mut(extracted_shadow.extracted_camera_entity) else { continue; }; let Ok(view) = camera_views.get(default_camera_view.0) else { continue; }; let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let pipeline = pipelines.specialize( &pipeline_cache, &box_shadow_pipeline, BoxShadowPipelineKey { hdr: view.hdr, samples: shadow_samples.copied().unwrap_or_default().0, }, ); transparent_phase.add(TransparentUi { draw_function, pipeline, entity: (entity, extracted_shadow.main_entity), sort_key: FloatOrd(extracted_shadow.stack_index as f32 + stack_z_offsets::BOX_SHADOW), batch_range: 0..0, extra_index: PhaseItemExtraIndex::None, index, indexed: true, }); } } pub fn prepare_shadows( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, pipeline_cache: Res<PipelineCache>, mut ui_meta: ResMut<BoxShadowMeta>, mut extracted_shadows: ResMut<ExtractedBoxShadows>, view_uniforms: Res<ViewUniforms>, box_shadow_pipeline: Res<BoxShadowPipeline>, mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut previous_len: Local<usize>, ) { if let Some(view_binding) = view_uniforms.uniforms.binding() { let mut batches: Vec<(Entity, UiShadowsBatch)> = Vec::with_capacity(*previous_len); ui_meta.vertices.clear(); ui_meta.indices.clear(); ui_meta.view_bind_group = Some(render_device.create_bind_group( "box_shadow_view_bind_group", &pipeline_cache.get_bind_group_layout(&box_shadow_pipeline.view_layout), &BindGroupEntries::single(view_binding), )); // Buffer indexes let mut vertices_index = 0; let mut indices_index = 0; for ui_phase in phases.values_mut() { for item_index in 0..ui_phase.items.len() { let item = &mut ui_phase.items[item_index]; let Some(box_shadow) = extracted_shadows .box_shadows .get(item.index) .filter(|n| item.entity() == n.render_entity) else { continue; }; let rect_size = box_shadow.bounds; // Specify the corners of the node let positions = QUAD_VERTEX_POSITIONS.map(|pos| { box_shadow .transform .transform_point2(pos * rect_size) .extend(0.) }); // Calculate the effect of clipping // Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads) let positions_diff = if let Some(clip) = box_shadow.clip { [ Vec2::new( f32::max(clip.min.x - positions[0].x, 0.), f32::max(clip.min.y - positions[0].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[1].x, 0.), f32::max(clip.min.y - positions[1].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[2].x, 0.), f32::min(clip.max.y - positions[2].y, 0.), ), Vec2::new( f32::max(clip.min.x - positions[3].x, 0.), f32::min(clip.max.y - positions[3].y, 0.), ), ] } else { [Vec2::ZERO; 4] }; let positions_clipped = [ positions[0] + positions_diff[0].extend(0.), positions[1] + positions_diff[1].extend(0.), positions[2] + positions_diff[2].extend(0.), positions[3] + positions_diff[3].extend(0.), ]; let transformed_rect_size = box_shadow.transform.transform_vector2(rect_size); // Don't try to cull nodes that have a rotation // In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π // In those two cases, the culling check can proceed normally as corners will be on // horizontal / vertical lines // For all other angles, bypass the culling check // This does not properly handles all rotations on all axis if box_shadow.transform.x_axis[1] == 0.0 { // Cull nodes that are completely clipped if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x || positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y { continue; } } let uvs = [ Vec2::new(positions_diff[0].x, positions_diff[0].y), Vec2::new( box_shadow.bounds.x + positions_diff[1].x, positions_diff[1].y, ), Vec2::new( box_shadow.bounds.x + positions_diff[2].x, box_shadow.bounds.y + positions_diff[2].y, ), Vec2::new( positions_diff[3].x, box_shadow.bounds.y + positions_diff[3].y, ), ] .map(|pos| pos / box_shadow.bounds); for i in 0..4 { ui_meta.vertices.push(BoxShadowVertex { position: positions_clipped[i].into(), uvs: uvs[i].into(), vertex_color: box_shadow.color.to_f32_array(), size: box_shadow.size.into(), radius: box_shadow.radius.into(), blur: box_shadow.blur_radius, bounds: rect_size.into(), }); } for &i in &QUAD_INDICES { ui_meta.indices.push(indices_index + i as u32); } batches.push(( item.entity(), UiShadowsBatch { range: vertices_index..vertices_index + 6, camera: box_shadow.extracted_camera_entity, }, )); vertices_index += 6; indices_index += 4; // shadows are sent to the gpu non-batched *ui_phase.items[item_index].batch_range_mut() = item_index as u32..item_index as u32 + 1; } } ui_meta.vertices.write_buffer(&render_device, &render_queue); ui_meta.indices.write_buffer(&render_device, &render_queue); *previous_len = batches.len(); commands.try_insert_batch(batches); } extracted_shadows.box_shadows.clear(); } pub type DrawBoxShadows = (SetItemPipeline, SetBoxShadowViewBindGroup<0>, DrawBoxShadow); pub struct SetBoxShadowViewBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetBoxShadowViewBindGroup<I> { type Param = SRes<BoxShadowMeta>; type ViewQuery = Read<ViewUniformOffset>; type ItemQuery = (); fn render<'w>( _item: &P, view_uniform: &'w ViewUniformOffset, _entity: Option<()>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(view_bind_group) = ui_meta.into_inner().view_bind_group.as_ref() else { return RenderCommandResult::Failure("view_bind_group not available"); }; pass.set_bind_group(I, view_bind_group, &[view_uniform.offset]); RenderCommandResult::Success } } pub struct DrawBoxShadow; impl<P: PhaseItem> RenderCommand<P> for DrawBoxShadow { type Param = SRes<BoxShadowMeta>; type ViewQuery = (); type ItemQuery = Read<UiShadowsBatch>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiShadowsBatch>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(batch) = batch else { return RenderCommandResult::Skip; }; let ui_meta = ui_meta.into_inner(); let Some(vertices) = ui_meta.vertices.buffer() else { return RenderCommandResult::Failure("missing vertices to draw ui"); }; let Some(indices) = ui_meta.indices.buffer() else { return RenderCommandResult::Failure("missing indices to draw ui"); }; // Store the vertices pass.set_vertex_buffer(0, vertices.slice(..)); // Define how to "connect" the vertices pass.set_index_buffer(indices.slice(..), IndexFormat::Uint32); // Draw the vertices pass.draw_indexed(batch.range.clone(), 0, 0..1); RenderCommandResult::Success } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/ui_material_pipeline.rs
crates/bevy_ui_render/src/ui_material_pipeline.rs
use crate::ui_material::{MaterialNode, UiMaterial, UiMaterialKey}; use crate::*; use bevy_asset::*; use bevy_ecs::{ prelude::{Component, With}, query::ROQueryItem, system::{ lifetimeless::{Read, SRes}, *, }, }; use bevy_image::BevyDefault as _; use bevy_math::{Affine2, FloatOrd, Rect, Vec2}; use bevy_mesh::VertexBufferLayout; use bevy_render::{ globals::{GlobalsBuffer, GlobalsUniform}, render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets}, render_phase::*, render_resource::{binding_types::uniform_buffer, *}, renderer::{RenderDevice, RenderQueue}, sync_world::{MainEntity, TemporaryRenderEntity}, view::*, Extract, ExtractSchedule, Render, RenderSystems, }; use bevy_render::{RenderApp, RenderStartup}; use bevy_shader::{load_shader_library, Shader, ShaderRef}; use bevy_sprite::BorderRect; use bevy_utils::default; use bytemuck::{Pod, Zeroable}; use core::{hash::Hash, marker::PhantomData, ops::Range}; /// Adds the necessary ECS resources and render logic to enable rendering entities using the given /// [`UiMaterial`] asset type (which includes [`UiMaterial`] types). pub struct UiMaterialPlugin<M: UiMaterial>(PhantomData<M>); impl<M: UiMaterial> Default for UiMaterialPlugin<M> { fn default() -> Self { Self(Default::default()) } } impl<M: UiMaterial> Plugin for UiMaterialPlugin<M> where M::Data: PartialEq + Eq + Hash + Clone, { fn build(&self, app: &mut App) { load_shader_library!(app, "ui_vertex_output.wgsl"); embedded_asset!(app, "ui_material.wgsl"); app.init_asset::<M>() .register_type::<MaterialNode<M>>() .add_plugins(RenderAssetPlugin::<PreparedUiMaterial<M>>::default()); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .add_render_command::<TransparentUi, DrawUiMaterial<M>>() .init_resource::<ExtractedUiMaterialNodes<M>>() .init_resource::<UiMaterialMeta<M>>() .init_resource::<SpecializedRenderPipelines<UiMaterialPipeline<M>>>() .add_systems(RenderStartup, init_ui_material_pipeline::<M>) .add_systems( ExtractSchedule, extract_ui_material_nodes::<M>.in_set(RenderUiSystems::ExtractBackgrounds), ) .add_systems( Render, ( queue_ui_material_nodes::<M>.in_set(RenderSystems::Queue), prepare_uimaterial_nodes::<M>.in_set(RenderSystems::PrepareBindGroups), ), ); } } } #[derive(Resource)] pub struct UiMaterialMeta<M: UiMaterial> { vertices: RawBufferVec<UiMaterialVertex>, view_bind_group: Option<BindGroup>, marker: PhantomData<M>, } impl<M: UiMaterial> Default for UiMaterialMeta<M> { fn default() -> Self { Self { vertices: RawBufferVec::new(BufferUsages::VERTEX), view_bind_group: Default::default(), marker: PhantomData, } } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] pub struct UiMaterialVertex { pub position: [f32; 3], pub uv: [f32; 2], pub size: [f32; 2], pub border: [f32; 4], pub radius: [f32; 4], } // in this [`UiMaterialPipeline`] there is (currently) no batching going on. // Therefore the [`UiMaterialBatch`] is more akin to a draw call. #[derive(Component)] pub struct UiMaterialBatch<M: UiMaterial> { /// The range of vertices inside the [`UiMaterialMeta`] pub range: Range<u32>, pub material: AssetId<M>, } /// Render pipeline data for a given [`UiMaterial`] #[derive(Resource)] pub struct UiMaterialPipeline<M: UiMaterial> { pub ui_layout: BindGroupLayoutDescriptor, pub view_layout: BindGroupLayoutDescriptor, pub vertex_shader: Handle<Shader>, pub fragment_shader: Handle<Shader>, marker: PhantomData<M>, } impl<M: UiMaterial> SpecializedRenderPipeline for UiMaterialPipeline<M> where M::Data: PartialEq + Eq + Hash + Clone, { type Key = UiMaterialKey<M>; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let vertex_layout = VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, vec![ // position VertexFormat::Float32x3, // uv VertexFormat::Float32x2, // size VertexFormat::Float32x2, // border widths VertexFormat::Float32x4, // border radius VertexFormat::Float32x4, ], ); let shader_defs = Vec::new(); let mut descriptor = RenderPipelineDescriptor { vertex: VertexState { shader: self.vertex_shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_layout], ..default() }, fragment: Some(FragmentState { shader: self.fragment_shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), label: Some("ui_material_pipeline".into()), ..default() }; descriptor.layout = vec![self.view_layout.clone(), self.ui_layout.clone()]; M::specialize(&mut descriptor, key); descriptor } } pub fn init_ui_material_pipeline<M: UiMaterial>( mut commands: Commands, asset_server: Res<AssetServer>, render_device: Res<RenderDevice>, ) { let ui_layout = M::bind_group_layout_descriptor(&render_device); let view_layout = BindGroupLayoutDescriptor::new( "ui_view_layout", &BindGroupLayoutEntries::sequential( ShaderStages::VERTEX_FRAGMENT, ( uniform_buffer::<ViewUniform>(true), uniform_buffer::<GlobalsUniform>(false), ), ), ); let load_default = || load_embedded_asset!(asset_server.as_ref(), "ui_material.wgsl"); commands.insert_resource(UiMaterialPipeline::<M> { ui_layout, view_layout, vertex_shader: match M::vertex_shader() { ShaderRef::Default => load_default(), ShaderRef::Handle(handle) => handle, ShaderRef::Path(path) => asset_server.load(path), }, fragment_shader: match M::fragment_shader() { ShaderRef::Default => load_default(), ShaderRef::Handle(handle) => handle, ShaderRef::Path(path) => asset_server.load(path), }, marker: PhantomData, }); } pub type DrawUiMaterial<M> = ( SetItemPipeline, SetMatUiViewBindGroup<M, 0>, SetUiMaterialBindGroup<M, 1>, DrawUiMaterialNode<M>, ); pub struct SetMatUiViewBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>); impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P> for SetMatUiViewBindGroup<M, I> { type Param = SRes<UiMaterialMeta<M>>; type ViewQuery = Read<ViewUniformOffset>; type ItemQuery = (); fn render<'w>( _item: &P, view_uniform: &'w ViewUniformOffset, _entity: Option<()>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { pass.set_bind_group( I, ui_meta.into_inner().view_bind_group.as_ref().unwrap(), &[view_uniform.offset], ); RenderCommandResult::Success } } pub struct SetUiMaterialBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>); impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P> for SetUiMaterialBindGroup<M, I> { type Param = SRes<RenderAssets<PreparedUiMaterial<M>>>; type ViewQuery = (); type ItemQuery = Read<UiMaterialBatch<M>>; fn render<'w>( _item: &P, _view: (), material_handle: Option<ROQueryItem<'_, '_, Self::ItemQuery>>, materials: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(material_handle) = material_handle else { return RenderCommandResult::Skip; }; let Some(material) = materials.into_inner().get(material_handle.material) else { return RenderCommandResult::Skip; }; pass.set_bind_group(I, &material.bind_group, &[]); RenderCommandResult::Success } } pub struct DrawUiMaterialNode<M>(PhantomData<M>); impl<P: PhaseItem, M: UiMaterial> RenderCommand<P> for DrawUiMaterialNode<M> { type Param = SRes<UiMaterialMeta<M>>; type ViewQuery = (); type ItemQuery = Read<UiMaterialBatch<M>>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiMaterialBatch<M>>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(batch) = batch else { return RenderCommandResult::Skip; }; pass.set_vertex_buffer(0, ui_meta.into_inner().vertices.buffer().unwrap().slice(..)); pass.draw(batch.range.clone(), 0..1); RenderCommandResult::Success } } pub struct ExtractedUiMaterialNode<M: UiMaterial> { pub stack_index: u32, pub transform: Affine2, pub rect: Rect, pub border: BorderRect, pub border_radius: [f32; 4], pub material: AssetId<M>, pub clip: Option<Rect>, // Camera to render this UI node to. By the time it is extracted, // it is defaulted to a single camera if only one exists. // Nodes with ambiguous camera will be ignored. pub extracted_camera_entity: Entity, pub main_entity: MainEntity, pub render_entity: Entity, } #[derive(Resource)] pub struct ExtractedUiMaterialNodes<M: UiMaterial> { pub uinodes: Vec<ExtractedUiMaterialNode<M>>, } impl<M: UiMaterial> Default for ExtractedUiMaterialNodes<M> { fn default() -> Self { Self { uinodes: Default::default(), } } } pub fn extract_ui_material_nodes<M: UiMaterial>( mut commands: Commands, mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>, materials: Extract<Res<Assets<M>>>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &MaterialNode<M>, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, computed_node, transform, handle, inherited_visibility, clip, camera) in uinode_query.iter() { // skip invisible nodes if !inherited_visibility.get() || computed_node.is_empty() { continue; } // Skip loading materials if !materials.contains(handle) { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; extracted_uinodes.uinodes.push(ExtractedUiMaterialNode { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: computed_node.stack_index, transform: transform.into(), material: handle.id(), rect: Rect { min: Vec2::ZERO, max: computed_node.size(), }, border: computed_node.border(), border_radius: computed_node.border_radius().into(), clip: clip.map(|clip| clip.clip), extracted_camera_entity, main_entity: entity.into(), }); } } pub fn prepare_uimaterial_nodes<M: UiMaterial>( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, pipeline_cache: Res<PipelineCache>, mut ui_meta: ResMut<UiMaterialMeta<M>>, mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>, view_uniforms: Res<ViewUniforms>, globals_buffer: Res<GlobalsBuffer>, ui_material_pipeline: Res<UiMaterialPipeline<M>>, mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut previous_len: Local<usize>, ) { if let (Some(view_binding), Some(globals_binding)) = ( view_uniforms.uniforms.binding(), globals_buffer.buffer.binding(), ) { let mut batches: Vec<(Entity, UiMaterialBatch<M>)> = Vec::with_capacity(*previous_len); ui_meta.vertices.clear(); ui_meta.view_bind_group = Some(render_device.create_bind_group( "ui_material_view_bind_group", &pipeline_cache.get_bind_group_layout(&ui_material_pipeline.view_layout), &BindGroupEntries::sequential((view_binding, globals_binding)), )); let mut index = 0; for ui_phase in phases.values_mut() { let mut batch_item_index = 0; let mut batch_shader_handle = AssetId::invalid(); for item_index in 0..ui_phase.items.len() { let item = &mut ui_phase.items[item_index]; if let Some(extracted_uinode) = extracted_uinodes .uinodes .get(item.index) .filter(|n| item.entity() == n.render_entity) { let mut existing_batch = batches .last_mut() .filter(|_| batch_shader_handle == extracted_uinode.material); if existing_batch.is_none() { batch_item_index = item_index; batch_shader_handle = extracted_uinode.material; let new_batch = UiMaterialBatch { range: index..index, material: extracted_uinode.material, }; batches.push((item.entity(), new_batch)); existing_batch = batches.last_mut(); } let uinode_rect = extracted_uinode.rect; let rect_size = uinode_rect.size(); let positions = QUAD_VERTEX_POSITIONS.map(|pos| { extracted_uinode .transform .transform_point2(pos * rect_size) .extend(1.0) }); let positions_diff = if let Some(clip) = extracted_uinode.clip { [ Vec2::new( f32::max(clip.min.x - positions[0].x, 0.), f32::max(clip.min.y - positions[0].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[1].x, 0.), f32::max(clip.min.y - positions[1].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[2].x, 0.), f32::min(clip.max.y - positions[2].y, 0.), ), Vec2::new( f32::max(clip.min.x - positions[3].x, 0.), f32::min(clip.max.y - positions[3].y, 0.), ), ] } else { [Vec2::ZERO; 4] }; let positions_clipped = [ positions[0] + positions_diff[0].extend(0.), positions[1] + positions_diff[1].extend(0.), positions[2] + positions_diff[2].extend(0.), positions[3] + positions_diff[3].extend(0.), ]; let transformed_rect_size = extracted_uinode.transform.transform_vector2(rect_size); // Don't try to cull nodes that have a rotation // In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π // In those two cases, the culling check can proceed normally as corners will be on // horizontal / vertical lines // For all other angles, bypass the culling check // This does not properly handles all rotations on all axis if extracted_uinode.transform.x_axis[1] == 0.0 { // Cull nodes that are completely clipped if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x || positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y { continue; } } let uvs = [ Vec2::new( uinode_rect.min.x + positions_diff[0].x, uinode_rect.min.y + positions_diff[0].y, ), Vec2::new( uinode_rect.max.x + positions_diff[1].x, uinode_rect.min.y + positions_diff[1].y, ), Vec2::new( uinode_rect.max.x + positions_diff[2].x, uinode_rect.max.y + positions_diff[2].y, ), Vec2::new( uinode_rect.min.x + positions_diff[3].x, uinode_rect.max.y + positions_diff[3].y, ), ] .map(|pos| pos / uinode_rect.max); for i in QUAD_INDICES { ui_meta.vertices.push(UiMaterialVertex { position: positions_clipped[i].into(), uv: uvs[i].into(), size: extracted_uinode.rect.size().into(), radius: extracted_uinode.border_radius, border: [ extracted_uinode.border.min_inset.x, extracted_uinode.border.min_inset.y, extracted_uinode.border.max_inset.x, extracted_uinode.border.max_inset.y, ], }); } index += QUAD_INDICES.len() as u32; existing_batch.unwrap().1.range.end = index; ui_phase.items[batch_item_index].batch_range_mut().end += 1; } else { batch_shader_handle = AssetId::invalid(); } } } ui_meta.vertices.write_buffer(&render_device, &render_queue); *previous_len = batches.len(); commands.try_insert_batch(batches); } extracted_uinodes.uinodes.clear(); } pub struct PreparedUiMaterial<T: UiMaterial> { pub bindings: BindingResources, pub bind_group: BindGroup, pub key: T::Data, } impl<M: UiMaterial> RenderAsset for PreparedUiMaterial<M> { type SourceAsset = M; type Param = ( SRes<RenderDevice>, SRes<PipelineCache>, SRes<UiMaterialPipeline<M>>, M::Param, ); fn prepare_asset( material: Self::SourceAsset, _: AssetId<Self::SourceAsset>, (render_device, pipeline_cache, pipeline, material_param): &mut SystemParamItem< Self::Param, >, _: Option<&Self>, ) -> Result<Self, PrepareAssetError<Self::SourceAsset>> { let bind_group_data = material.bind_group_data(); match material.as_bind_group( &pipeline.ui_layout.clone(), render_device, pipeline_cache, material_param, ) { Ok(prepared) => Ok(PreparedUiMaterial { bindings: prepared.bindings, bind_group: prepared.bind_group, key: bind_group_data, }), Err(AsBindGroupError::RetryNextUpdate) => { Err(PrepareAssetError::RetryNextUpdate(material)) } Err(other) => Err(PrepareAssetError::AsBindGroupError(other)), } } } pub fn queue_ui_material_nodes<M: UiMaterial>( extracted_uinodes: Res<ExtractedUiMaterialNodes<M>>, draw_functions: Res<DrawFunctions<TransparentUi>>, ui_material_pipeline: Res<UiMaterialPipeline<M>>, mut pipelines: ResMut<SpecializedRenderPipelines<UiMaterialPipeline<M>>>, pipeline_cache: Res<PipelineCache>, render_materials: Res<RenderAssets<PreparedUiMaterial<M>>>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut render_views: Query<&UiCameraView, With<ExtractedView>>, camera_views: Query<&ExtractedView>, ) where M::Data: PartialEq + Eq + Hash + Clone, { let draw_function = draw_functions.read().id::<DrawUiMaterial<M>>(); for (index, extracted_uinode) in extracted_uinodes.uinodes.iter().enumerate() { let Some(material) = render_materials.get(extracted_uinode.material) else { continue; }; let Ok(default_camera_view) = render_views.get_mut(extracted_uinode.extracted_camera_entity) else { continue; }; let Ok(view) = camera_views.get(default_camera_view.0) else { continue; }; let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let pipeline = pipelines.specialize( &pipeline_cache, &ui_material_pipeline, UiMaterialKey { hdr: view.hdr, bind_group_data: material.key.clone(), }, ); if transparent_phase.items.capacity() < extracted_uinodes.uinodes.len() { transparent_phase.items.reserve_exact( extracted_uinodes.uinodes.len() - transparent_phase.items.capacity(), ); } transparent_phase.add(TransparentUi { draw_function, pipeline, entity: (extracted_uinode.render_entity, extracted_uinode.main_entity), sort_key: FloatOrd(extracted_uinode.stack_index as f32 + M::stack_z_offset()), batch_range: 0..0, extra_index: PhaseItemExtraIndex::None, index, indexed: false, }); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/render_pass.rs
crates/bevy_ui_render/src/render_pass.rs
use core::ops::Range; use super::{ImageNodeBindGroups, UiBatch, UiMeta, UiViewTarget}; use crate::UiCameraView; use bevy_ecs::{ prelude::*, system::{lifetimeless::*, SystemParamItem}, }; use bevy_math::FloatOrd; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::*, render_phase::*, render_resource::{CachedRenderPipelineId, RenderPassDescriptor}, renderer::*, sync_world::MainEntity, view::*, }; use tracing::error; pub struct UiPassNode { ui_view_query: QueryState<(&'static ExtractedView, &'static UiViewTarget)>, ui_view_target_query: QueryState<(&'static ViewTarget, &'static ExtractedCamera)>, ui_camera_view_query: QueryState<&'static UiCameraView>, } impl UiPassNode { pub fn new(world: &mut World) -> Self { Self { ui_view_query: world.query_filtered(), ui_view_target_query: world.query(), ui_camera_view_query: world.query(), } } } impl Node for UiPassNode { fn update(&mut self, world: &mut World) { self.ui_view_query.update_archetypes(world); self.ui_view_target_query.update_archetypes(world); self.ui_camera_view_query.update_archetypes(world); } fn run( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext, world: &World, ) -> Result<(), NodeRunError> { // Extract the UI view. let input_view_entity = graph.view_entity(); let Some(transparent_render_phases) = world.get_resource::<ViewSortedRenderPhases<TransparentUi>>() else { return Ok(()); }; // Query the UI view components. let Ok((view, ui_view_target)) = self.ui_view_query.get_manual(world, input_view_entity) else { return Ok(()); }; let Ok((target, camera)) = self .ui_view_target_query .get_manual(world, ui_view_target.0) else { return Ok(()); }; let Some(transparent_phase) = transparent_render_phases.get(&view.retained_view_entity) else { return Ok(()); }; if transparent_phase.items.is_empty() { return Ok(()); } let diagnostics = render_context.diagnostic_recorder(); // use the UI view entity if it is defined let view_entity = if let Ok(ui_camera_view) = self .ui_camera_view_query .get_manual(world, input_view_entity) { ui_camera_view.0 } else { input_view_entity }; let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("ui"), color_attachments: &[Some(target.get_unsampled_color_attachment())], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut render_pass, "ui"); if let Some(viewport) = camera.viewport.as_ref() { render_pass.set_camera_viewport(viewport); } if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the ui phase {err:?}"); } pass_span.end(&mut render_pass); Ok(()) } } pub struct TransparentUi { pub sort_key: FloatOrd, pub entity: (Entity, MainEntity), pub pipeline: CachedRenderPipelineId, pub draw_function: DrawFunctionId, pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, pub index: usize, pub indexed: bool, } impl PhaseItem for TransparentUi { #[inline] fn entity(&self) -> Entity { self.entity.0 } fn main_entity(&self) -> MainEntity { self.entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl SortedPhaseItem for TransparentUi { type SortKey = FloatOrd; #[inline] fn sort_key(&self) -> Self::SortKey { self.sort_key } #[inline] fn sort(items: &mut [Self]) { items.sort_by_key(SortedPhaseItem::sort_key); } #[inline] fn indexed(&self) -> bool { self.indexed } } impl CachedRenderPipelinePhaseItem for TransparentUi { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.pipeline } } pub type DrawUi = ( SetItemPipeline, SetUiViewBindGroup<0>, SetUiTextureBindGroup<1>, DrawUiNode, ); pub struct SetUiViewBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiViewBindGroup<I> { type Param = SRes<UiMeta>; type ViewQuery = Read<ViewUniformOffset>; type ItemQuery = (); fn render<'w>( _item: &P, view_uniform: &'w ViewUniformOffset, _entity: Option<()>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(view_bind_group) = ui_meta.into_inner().view_bind_group.as_ref() else { return RenderCommandResult::Failure("view_bind_group not available"); }; pass.set_bind_group(I, view_bind_group, &[view_uniform.offset]); RenderCommandResult::Success } } pub struct SetUiTextureBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiTextureBindGroup<I> { type Param = SRes<ImageNodeBindGroups>; type ViewQuery = (); type ItemQuery = Read<UiBatch>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiBatch>, image_bind_groups: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let image_bind_groups = image_bind_groups.into_inner(); let Some(batch) = batch else { return RenderCommandResult::Skip; }; pass.set_bind_group(I, image_bind_groups.values.get(&batch.image).unwrap(), &[]); RenderCommandResult::Success } } pub struct DrawUiNode; impl<P: PhaseItem> RenderCommand<P> for DrawUiNode { type Param = SRes<UiMeta>; type ViewQuery = (); type ItemQuery = Read<UiBatch>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiBatch>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(batch) = batch else { return RenderCommandResult::Skip; }; let ui_meta = ui_meta.into_inner(); let Some(vertices) = ui_meta.vertices.buffer() else { return RenderCommandResult::Failure("missing vertices to draw ui"); }; let Some(indices) = ui_meta.indices.buffer() else { return RenderCommandResult::Failure("missing indices to draw ui"); }; // Store the vertices pass.set_vertex_buffer(0, vertices.slice(..)); // Define how to "connect" the vertices pass.set_index_buffer( indices.slice(..), bevy_render::render_resource::IndexFormat::Uint32, ); // Draw the vertices pass.draw_indexed(batch.range.clone(), 0, 0..1); RenderCommandResult::Success } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/color_space.rs
crates/bevy_ui_render/src/color_space.rs
use bevy_app::{App, Plugin}; use bevy_shader::load_shader_library; /// A plugin for WGSL color space utility functions pub struct ColorSpacePlugin; impl Plugin for ColorSpacePlugin { fn build(&self, app: &mut App) { load_shader_library!(app, "color_space.wgsl"); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/ui_material.rs
crates/bevy_ui_render/src/ui_material.rs
use crate::Node; use bevy_asset::{Asset, AssetId, Handle}; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{component::Component, reflect::ReflectComponent}; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_render::{ extract_component::ExtractComponent, render_resource::{AsBindGroup, RenderPipelineDescriptor}, }; use bevy_shader::ShaderRef; use derive_more::derive::From; /// Materials are used alongside [`UiMaterialPlugin`](crate::UiMaterialPlugin) and [`MaterialNode`] /// to spawn entities that are rendered with a specific [`UiMaterial`] type. They serve as an easy to use high level /// way to render `Node` entities with custom shader logic. /// /// `UiMaterials` must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders. /// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details. /// /// Materials must also implement [`Asset`] so they can be treated as such. /// /// If you are only using the fragment shader, make sure your shader imports the `UiVertexOutput` /// from `bevy_ui::ui_vertex_output` and uses it as the input of your fragment shader like the /// example below does. /// /// # Example /// /// Here is a simple [`UiMaterial`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available, /// check out the [`AsBindGroup`] documentation. /// ``` /// # use bevy_ui::prelude::*; /// # use bevy_ecs::prelude::*; /// # use bevy_image::Image; /// # use bevy_reflect::TypePath; /// # use bevy_render::render_resource::AsBindGroup; /// # use bevy_color::LinearRgba; /// # use bevy_shader::ShaderRef; /// # use bevy_asset::{Handle, AssetServer, Assets, Asset}; /// # use bevy_ui_render::prelude::*; /// /// #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)] /// pub struct CustomMaterial { /// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to /// // its shader-compatible equivalent. Most core math types already implement `ShaderType`. /// #[uniform(0)] /// color: LinearRgba, /// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just /// // add the sampler attribute with a different binding index. /// #[texture(1)] /// #[sampler(2)] /// color_texture: Handle<Image>, /// } /// /// // All functions on `UiMaterial` have default impls. You only need to implement the /// // functions that are relevant for your material. /// impl UiMaterial for CustomMaterial { /// fn fragment_shader() -> ShaderRef { /// "shaders/custom_material.wgsl".into() /// } /// } /// /// // Spawn an entity using `CustomMaterial`. /// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) { /// commands.spawn(( /// MaterialNode(materials.add(CustomMaterial { /// color: LinearRgba::RED, /// color_texture: asset_server.load("some_image.png"), /// })), /// Node { /// width: Val::Percent(100.0), /// ..Default::default() /// }, /// )); /// } /// ``` /// In WGSL shaders, the material's binding would look like this: /// /// If you only use the fragment shader make sure to import `UiVertexOutput` from /// `bevy_ui::ui_vertex_output` in your wgsl shader. /// Also note that bind group 0 is always bound to the [`View Uniform`](bevy_render::view::ViewUniform) /// and the [`Globals Uniform`](bevy_render::globals::GlobalsUniform). /// /// ```wgsl /// #import bevy_ui::ui_vertex_output UiVertexOutput /// /// struct CustomMaterial { /// color: vec4<f32>, /// } /// /// @group(1) @binding(0) /// var<uniform> material: CustomMaterial; /// @group(1) @binding(1) /// var color_texture: texture_2d<f32>; /// @group(1) @binding(2) /// var color_sampler: sampler; /// /// @fragment /// fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> { /// /// } /// ``` pub trait UiMaterial: AsBindGroup + Asset + Clone + Sized { /// Returns this materials vertex shader. If [`ShaderRef::Default`] is returned, the default UI /// vertex shader will be used. fn vertex_shader() -> ShaderRef { ShaderRef::Default } /// Returns this materials fragment shader. If [`ShaderRef::Default`] is returned, the default /// UI fragment shader will be used. fn fragment_shader() -> ShaderRef { ShaderRef::Default } fn stack_z_offset() -> f32 { crate::stack_z_offsets::MATERIAL } #[expect( unused_variables, reason = "The parameters here are intentionally unused by the default implementation; however, putting underscores here will result in the underscores being copied by rust-analyzer's tab completion." )] #[inline] fn specialize(descriptor: &mut RenderPipelineDescriptor, key: UiMaterialKey<Self>) {} } pub struct UiMaterialKey<M: UiMaterial> { pub hdr: bool, pub bind_group_data: M::Data, } impl<M: UiMaterial> Eq for UiMaterialKey<M> where M::Data: PartialEq {} impl<M: UiMaterial> PartialEq for UiMaterialKey<M> where M::Data: PartialEq, { fn eq(&self, other: &Self) -> bool { self.hdr == other.hdr && self.bind_group_data == other.bind_group_data } } impl<M: UiMaterial> Clone for UiMaterialKey<M> where M::Data: Clone, { fn clone(&self) -> Self { Self { hdr: self.hdr, bind_group_data: self.bind_group_data.clone(), } } } impl<M: UiMaterial> core::hash::Hash for UiMaterialKey<M> where M::Data: core::hash::Hash, { fn hash<H: core::hash::Hasher>(&self, state: &mut H) { self.hdr.hash(state); self.bind_group_data.hash(state); } } #[derive( Component, Clone, Debug, Deref, DerefMut, Reflect, PartialEq, Eq, ExtractComponent, From, )] #[reflect(Component, Default)] #[require(Node)] pub struct MaterialNode<M: UiMaterial>(pub Handle<M>); impl<M: UiMaterial> Default for MaterialNode<M> { fn default() -> Self { Self(Handle::default()) } } impl<M: UiMaterial> From<MaterialNode<M>> for AssetId<M> { fn from(material: MaterialNode<M>) -> Self { material.id() } } impl<M: UiMaterial> From<&MaterialNode<M>> for AssetId<M> { fn from(material: &MaterialNode<M>) -> Self { material.id() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/pipeline.rs
crates/bevy_ui_render/src/pipeline.rs
use bevy_asset::{load_embedded_asset, AssetServer, Handle}; use bevy_ecs::prelude::*; use bevy_image::BevyDefault as _; use bevy_mesh::VertexBufferLayout; use bevy_render::{ render_resource::{ binding_types::{sampler, texture_2d, uniform_buffer}, *, }, view::{ViewTarget, ViewUniform}, }; use bevy_shader::Shader; use bevy_utils::default; #[derive(Resource)] pub struct UiPipeline { pub view_layout: BindGroupLayoutDescriptor, pub image_layout: BindGroupLayoutDescriptor, pub shader: Handle<Shader>, } pub fn init_ui_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let view_layout = BindGroupLayoutDescriptor::new( "ui_view_layout", &BindGroupLayoutEntries::single( ShaderStages::VERTEX_FRAGMENT, uniform_buffer::<ViewUniform>(true), ), ); let image_layout = BindGroupLayoutDescriptor::new( "ui_image_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ), ), ); commands.insert_resource(UiPipeline { view_layout, image_layout, shader: load_embedded_asset!(asset_server.as_ref(), "ui.wgsl"), }); } #[derive(Clone, Copy, Hash, PartialEq, Eq)] pub struct UiPipelineKey { pub hdr: bool, pub anti_alias: bool, } impl SpecializedRenderPipeline for UiPipeline { type Key = UiPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let vertex_layout = VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, vec![ // position VertexFormat::Float32x3, // uv VertexFormat::Float32x2, // color VertexFormat::Float32x4, // mode VertexFormat::Uint32, // border radius VertexFormat::Float32x4, // border thickness VertexFormat::Float32x4, // border size VertexFormat::Float32x2, // position relative to the center VertexFormat::Float32x2, ], ); let shader_defs = if key.anti_alias { vec!["ANTI_ALIAS".into()] } else { Vec::new() }; RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone(), self.image_layout.clone()], label: Some("ui_pipeline".into()), ..default() } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/ui_texture_slice_pipeline.rs
crates/bevy_ui_render/src/ui_texture_slice_pipeline.rs
use core::{hash::Hash, ops::Range}; use crate::*; use bevy_asset::*; use bevy_color::{ColorToComponents, LinearRgba}; use bevy_ecs::{ prelude::Component, system::{ lifetimeless::{Read, SRes}, *, }, }; use bevy_image::prelude::*; use bevy_math::{Affine2, FloatOrd, Rect, Vec2}; use bevy_mesh::VertexBufferLayout; use bevy_platform::collections::HashMap; use bevy_render::{ render_asset::RenderAssets, render_phase::*, render_resource::{binding_types::uniform_buffer, *}, renderer::{RenderDevice, RenderQueue}, texture::GpuImage, view::*, Extract, ExtractSchedule, Render, RenderSystems, }; use bevy_render::{sync_world::MainEntity, RenderStartup}; use bevy_shader::Shader; use bevy_sprite::{SliceScaleMode, SpriteImageMode, TextureSlicer}; use bevy_sprite_render::SpriteAssetEvents; use bevy_ui::widget; use bevy_utils::default; use binding_types::{sampler, texture_2d}; use bytemuck::{Pod, Zeroable}; pub struct UiTextureSlicerPlugin; impl Plugin for UiTextureSlicerPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "ui_texture_slice.wgsl"); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .add_render_command::<TransparentUi, DrawUiTextureSlices>() .init_resource::<ExtractedUiTextureSlices>() .init_resource::<UiTextureSliceMeta>() .init_resource::<UiTextureSliceImageBindGroups>() .init_resource::<SpecializedRenderPipelines<UiTextureSlicePipeline>>() .add_systems(RenderStartup, init_ui_texture_slice_pipeline) .add_systems( ExtractSchedule, extract_ui_texture_slices.in_set(RenderUiSystems::ExtractTextureSlice), ) .add_systems( Render, ( queue_ui_slices.in_set(RenderSystems::Queue), prepare_ui_slices.in_set(RenderSystems::PrepareBindGroups), ), ); } } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] struct UiTextureSliceVertex { pub position: [f32; 3], pub uv: [f32; 2], pub color: [f32; 4], pub slices: [f32; 4], pub border: [f32; 4], pub repeat: [f32; 4], pub atlas: [f32; 4], } #[derive(Component)] pub struct UiTextureSlicerBatch { pub range: Range<u32>, pub image: AssetId<Image>, } #[derive(Resource)] pub struct UiTextureSliceMeta { vertices: RawBufferVec<UiTextureSliceVertex>, indices: RawBufferVec<u32>, view_bind_group: Option<BindGroup>, } impl Default for UiTextureSliceMeta { fn default() -> Self { Self { vertices: RawBufferVec::new(BufferUsages::VERTEX), indices: RawBufferVec::new(BufferUsages::INDEX), view_bind_group: None, } } } #[derive(Resource, Default)] pub struct UiTextureSliceImageBindGroups { pub values: HashMap<AssetId<Image>, BindGroup>, } #[derive(Resource)] pub struct UiTextureSlicePipeline { pub view_layout: BindGroupLayoutDescriptor, pub image_layout: BindGroupLayoutDescriptor, pub shader: Handle<Shader>, } pub fn init_ui_texture_slice_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let view_layout = BindGroupLayoutDescriptor::new( "ui_texture_slice_view_layout", &BindGroupLayoutEntries::single( ShaderStages::VERTEX_FRAGMENT, uniform_buffer::<ViewUniform>(true), ), ); let image_layout = BindGroupLayoutDescriptor::new( "ui_texture_slice_image_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ), ), ); commands.insert_resource(UiTextureSlicePipeline { view_layout, image_layout, shader: load_embedded_asset!(asset_server.as_ref(), "ui_texture_slice.wgsl"), }); } #[derive(Clone, Copy, Hash, PartialEq, Eq)] pub struct UiTextureSlicePipelineKey { pub hdr: bool, } impl SpecializedRenderPipeline for UiTextureSlicePipeline { type Key = UiTextureSlicePipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let vertex_layout = VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, vec![ // position VertexFormat::Float32x3, // uv VertexFormat::Float32x2, // color VertexFormat::Float32x4, // normalized texture slicing lines (left, top, right, bottom) VertexFormat::Float32x4, // normalized target slicing lines (left, top, right, bottom) VertexFormat::Float32x4, // repeat values (horizontal side, vertical side, horizontal center, vertical center) VertexFormat::Float32x4, // normalized texture atlas rect (left, top, right, bottom) VertexFormat::Float32x4, ], ); let shader_defs = Vec::new(); RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone(), self.image_layout.clone()], label: Some("ui_texture_slice_pipeline".into()), ..default() } } } pub struct ExtractedUiTextureSlice { pub stack_index: u32, pub transform: Affine2, pub rect: Rect, pub atlas_rect: Option<Rect>, pub image: AssetId<Image>, pub clip: Option<Rect>, pub extracted_camera_entity: Entity, pub color: LinearRgba, pub image_scale_mode: SpriteImageMode, pub flip_x: bool, pub flip_y: bool, pub inverse_scale_factor: f32, pub main_entity: MainEntity, pub render_entity: Entity, } #[derive(Resource, Default)] pub struct ExtractedUiTextureSlices { pub slices: Vec<ExtractedUiTextureSlice>, } pub fn extract_ui_texture_slices( mut commands: Commands, mut extracted_ui_slicers: ResMut<ExtractedUiTextureSlices>, texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>, slicers_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, &ImageNode, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, uinode, transform, inherited_visibility, clip, camera, image) in &slicers_query { // Skip invisible images if !inherited_visibility.get() || image.color.is_fully_transparent() || image.image.id() == TRANSPARENT_IMAGE_HANDLE.id() { continue; } let image_scale_mode = match image.image_mode.clone() { widget::NodeImageMode::Sliced(texture_slicer) => { SpriteImageMode::Sliced(texture_slicer) } widget::NodeImageMode::Tiled { tile_x, tile_y, stretch_value, } => SpriteImageMode::Tiled { tile_x, tile_y, stretch_value, }, _ => continue, }; let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; let atlas_rect = image .texture_atlas .as_ref() .and_then(|s| s.texture_rect(&texture_atlases)) .map(|r| r.as_rect()); let atlas_rect = match (atlas_rect, image.rect) { (None, None) => None, (None, Some(image_rect)) => Some(image_rect), (Some(atlas_rect), None) => Some(atlas_rect), (Some(atlas_rect), Some(mut image_rect)) => { image_rect.min += atlas_rect.min; image_rect.max += atlas_rect.min; Some(image_rect) } }; extracted_ui_slicers.slices.push(ExtractedUiTextureSlice { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: uinode.stack_index, transform: transform.into(), color: image.color.into(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, clip: clip.map(|clip| clip.clip), image: image.image.id(), extracted_camera_entity, image_scale_mode, atlas_rect, flip_x: image.flip_x, flip_y: image.flip_y, inverse_scale_factor: uinode.inverse_scale_factor, main_entity: entity.into(), }); } } #[expect( clippy::too_many_arguments, reason = "it's a system that needs a lot of them" )] pub fn queue_ui_slices( extracted_ui_slicers: ResMut<ExtractedUiTextureSlices>, ui_slicer_pipeline: Res<UiTextureSlicePipeline>, mut pipelines: ResMut<SpecializedRenderPipelines<UiTextureSlicePipeline>>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut render_views: Query<&UiCameraView, With<ExtractedView>>, camera_views: Query<&ExtractedView>, pipeline_cache: Res<PipelineCache>, draw_functions: Res<DrawFunctions<TransparentUi>>, ) { let draw_function = draw_functions.read().id::<DrawUiTextureSlices>(); for (index, extracted_slicer) in extracted_ui_slicers.slices.iter().enumerate() { let Ok(default_camera_view) = render_views.get_mut(extracted_slicer.extracted_camera_entity) else { continue; }; let Ok(view) = camera_views.get(default_camera_view.0) else { continue; }; let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let pipeline = pipelines.specialize( &pipeline_cache, &ui_slicer_pipeline, UiTextureSlicePipelineKey { hdr: view.hdr }, ); transparent_phase.add(TransparentUi { draw_function, pipeline, entity: (extracted_slicer.render_entity, extracted_slicer.main_entity), sort_key: FloatOrd(extracted_slicer.stack_index as f32 + stack_z_offsets::IMAGE), batch_range: 0..0, extra_index: PhaseItemExtraIndex::None, index, indexed: true, }); } } pub fn prepare_ui_slices( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, pipeline_cache: Res<PipelineCache>, mut ui_meta: ResMut<UiTextureSliceMeta>, mut extracted_slices: ResMut<ExtractedUiTextureSlices>, view_uniforms: Res<ViewUniforms>, texture_slicer_pipeline: Res<UiTextureSlicePipeline>, mut image_bind_groups: ResMut<UiTextureSliceImageBindGroups>, gpu_images: Res<RenderAssets<GpuImage>>, mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, events: Res<SpriteAssetEvents>, mut previous_len: Local<usize>, ) { // If an image has changed, the GpuImage has (probably) changed for event in &events.images { match event { AssetEvent::Added { .. } | AssetEvent::Unused { .. } | // Images don't have dependencies AssetEvent::LoadedWithDependencies { .. } => {} AssetEvent::Modified { id } | AssetEvent::Removed { id } => { image_bind_groups.values.remove(id); } }; } if let Some(view_binding) = view_uniforms.uniforms.binding() { let mut batches: Vec<(Entity, UiTextureSlicerBatch)> = Vec::with_capacity(*previous_len); ui_meta.vertices.clear(); ui_meta.indices.clear(); ui_meta.view_bind_group = Some(render_device.create_bind_group( "ui_texture_slice_view_bind_group", &pipeline_cache.get_bind_group_layout(&texture_slicer_pipeline.view_layout), &BindGroupEntries::single(view_binding), )); // Buffer indexes let mut vertices_index = 0; let mut indices_index = 0; for ui_phase in phases.values_mut() { let mut batch_item_index = 0; let mut batch_image_handle = AssetId::invalid(); let mut batch_image_size = Vec2::ZERO; for item_index in 0..ui_phase.items.len() { let item = &mut ui_phase.items[item_index]; if let Some(texture_slices) = extracted_slices .slices .get(item.index) .filter(|n| item.entity() == n.render_entity) { let mut existing_batch = batches.last_mut(); if batch_image_handle == AssetId::invalid() || existing_batch.is_none() || (batch_image_handle != AssetId::default() && texture_slices.image != AssetId::default() && batch_image_handle != texture_slices.image) { if let Some(gpu_image) = gpu_images.get(texture_slices.image) { batch_item_index = item_index; batch_image_handle = texture_slices.image; batch_image_size = gpu_image.size_2d().as_vec2(); let new_batch = UiTextureSlicerBatch { range: vertices_index..vertices_index, image: texture_slices.image, }; batches.push((item.entity(), new_batch)); image_bind_groups .values .entry(batch_image_handle) .or_insert_with(|| { render_device.create_bind_group( "ui_texture_slice_image_layout", &pipeline_cache.get_bind_group_layout( &texture_slicer_pipeline.image_layout, ), &BindGroupEntries::sequential(( &gpu_image.texture_view, &gpu_image.sampler, )), ) }); existing_batch = batches.last_mut(); } else { continue; } } else if let Some(ref mut existing_batch) = existing_batch && batch_image_handle == AssetId::default() && texture_slices.image != AssetId::default() { if let Some(gpu_image) = gpu_images.get(texture_slices.image) { batch_image_handle = texture_slices.image; batch_image_size = gpu_image.size_2d().as_vec2(); existing_batch.1.image = texture_slices.image; image_bind_groups .values .entry(batch_image_handle) .or_insert_with(|| { render_device.create_bind_group( "ui_texture_slice_image_layout", &pipeline_cache.get_bind_group_layout( &texture_slicer_pipeline.image_layout, ), &BindGroupEntries::sequential(( &gpu_image.texture_view, &gpu_image.sampler, )), ) }); } else { continue; } } let uinode_rect = texture_slices.rect; let rect_size = uinode_rect.size(); // Specify the corners of the node let positions = QUAD_VERTEX_POSITIONS.map(|pos| { (texture_slices.transform.transform_point2(pos * rect_size)).extend(0.) }); // Calculate the effect of clipping // Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads) let positions_diff = if let Some(clip) = texture_slices.clip { [ Vec2::new( f32::max(clip.min.x - positions[0].x, 0.), f32::max(clip.min.y - positions[0].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[1].x, 0.), f32::max(clip.min.y - positions[1].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[2].x, 0.), f32::min(clip.max.y - positions[2].y, 0.), ), Vec2::new( f32::max(clip.min.x - positions[3].x, 0.), f32::min(clip.max.y - positions[3].y, 0.), ), ] } else { [Vec2::ZERO; 4] }; let positions_clipped = [ positions[0] + positions_diff[0].extend(0.), positions[1] + positions_diff[1].extend(0.), positions[2] + positions_diff[2].extend(0.), positions[3] + positions_diff[3].extend(0.), ]; let transformed_rect_size = texture_slices.transform.transform_vector2(rect_size); // Don't try to cull nodes that have a rotation // In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π // In those two cases, the culling check can proceed normally as corners will be on // horizontal / vertical lines // For all other angles, bypass the culling check // This does not properly handles all rotations on all axis if texture_slices.transform.x_axis[1] == 0.0 { // Cull nodes that are completely clipped if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x || positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y { continue; } } let flags = if texture_slices.image != AssetId::default() { shader_flags::TEXTURED } else { shader_flags::UNTEXTURED }; let uvs = if flags == shader_flags::UNTEXTURED { [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y] } else { let atlas_extent = uinode_rect.max; [ Vec2::new( uinode_rect.min.x + positions_diff[0].x, uinode_rect.min.y + positions_diff[0].y, ), Vec2::new( uinode_rect.max.x + positions_diff[1].x, uinode_rect.min.y + positions_diff[1].y, ), Vec2::new( uinode_rect.max.x + positions_diff[2].x, uinode_rect.max.y + positions_diff[2].y, ), Vec2::new( uinode_rect.min.x + positions_diff[3].x, uinode_rect.max.y + positions_diff[3].y, ), ] .map(|pos| pos / atlas_extent) }; let color = texture_slices.color.to_f32_array(); let (image_size, mut atlas) = if let Some(atlas) = texture_slices.atlas_rect { ( atlas.size(), [ atlas.min.x / batch_image_size.x, atlas.min.y / batch_image_size.y, atlas.max.x / batch_image_size.x, atlas.max.y / batch_image_size.y, ], ) } else { (batch_image_size, [0., 0., 1., 1.]) }; if texture_slices.flip_x { atlas.swap(0, 2); } if texture_slices.flip_y { atlas.swap(1, 3); } let [slices, border, repeat] = compute_texture_slices( image_size, uinode_rect.size() * texture_slices.inverse_scale_factor, &texture_slices.image_scale_mode, ); for i in 0..4 { ui_meta.vertices.push(UiTextureSliceVertex { position: positions_clipped[i].into(), uv: uvs[i].into(), color, slices, border, repeat, atlas, }); } for &i in &QUAD_INDICES { ui_meta.indices.push(indices_index + i as u32); } vertices_index += 6; indices_index += 4; existing_batch.unwrap().1.range.end = vertices_index; ui_phase.items[batch_item_index].batch_range_mut().end += 1; } else { batch_image_handle = AssetId::invalid(); } } } ui_meta.vertices.write_buffer(&render_device, &render_queue); ui_meta.indices.write_buffer(&render_device, &render_queue); *previous_len = batches.len(); commands.try_insert_batch(batches); } extracted_slices.slices.clear(); } pub type DrawUiTextureSlices = ( SetItemPipeline, SetSlicerViewBindGroup<0>, SetSlicerTextureBindGroup<1>, DrawSlicer, ); pub struct SetSlicerViewBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSlicerViewBindGroup<I> { type Param = SRes<UiTextureSliceMeta>; type ViewQuery = Read<ViewUniformOffset>; type ItemQuery = (); fn render<'w>( _item: &P, view_uniform: &'w ViewUniformOffset, _entity: Option<()>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(view_bind_group) = ui_meta.into_inner().view_bind_group.as_ref() else { return RenderCommandResult::Failure("view_bind_group not available"); }; pass.set_bind_group(I, view_bind_group, &[view_uniform.offset]); RenderCommandResult::Success } } pub struct SetSlicerTextureBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSlicerTextureBindGroup<I> { type Param = SRes<UiTextureSliceImageBindGroups>; type ViewQuery = (); type ItemQuery = Read<UiTextureSlicerBatch>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiTextureSlicerBatch>, image_bind_groups: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let image_bind_groups = image_bind_groups.into_inner(); let Some(batch) = batch else { return RenderCommandResult::Skip; }; pass.set_bind_group(I, image_bind_groups.values.get(&batch.image).unwrap(), &[]); RenderCommandResult::Success } } pub struct DrawSlicer; impl<P: PhaseItem> RenderCommand<P> for DrawSlicer { type Param = SRes<UiTextureSliceMeta>; type ViewQuery = (); type ItemQuery = Read<UiTextureSlicerBatch>; #[inline] fn render<'w>( _item: &P, _view: (), batch: Option<&'w UiTextureSlicerBatch>, ui_meta: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(batch) = batch else { return RenderCommandResult::Skip; }; let ui_meta = ui_meta.into_inner(); let Some(vertices) = ui_meta.vertices.buffer() else { return RenderCommandResult::Failure("missing vertices to draw ui"); }; let Some(indices) = ui_meta.indices.buffer() else { return RenderCommandResult::Failure("missing indices to draw ui"); }; // Store the vertices pass.set_vertex_buffer(0, vertices.slice(..)); // Define how to "connect" the vertices pass.set_index_buffer(indices.slice(..), IndexFormat::Uint32); // Draw the vertices pass.draw_indexed(batch.range.clone(), 0, 0..1); RenderCommandResult::Success } } fn compute_texture_slices( image_size: Vec2, target_size: Vec2, image_scale_mode: &SpriteImageMode, ) -> [[f32; 4]; 3] { match image_scale_mode { SpriteImageMode::Sliced(TextureSlicer { border: border_rect, center_scale_mode, sides_scale_mode, max_corner_scale, }) => { let min_coeff = (target_size / image_size) .min_element() .min(*max_corner_scale); // calculate the normalized extents of the nine-patched image slices let slices = [ border_rect.min_inset.x / image_size.x, border_rect.min_inset.y / image_size.y, 1. - border_rect.max_inset.x / image_size.x, 1. - border_rect.max_inset.y / image_size.y, ]; // calculate the normalized extents of the target slices let border = [ (border_rect.min_inset.x / target_size.x) * min_coeff, (border_rect.min_inset.y / target_size.y) * min_coeff, 1. - (border_rect.max_inset.x / target_size.x) * min_coeff, 1. - (border_rect.max_inset.y / target_size.y) * min_coeff, ]; let image_side_width = image_size.x * (slices[2] - slices[0]); let image_side_height = image_size.y * (slices[3] - slices[1]); let target_side_width = target_size.x * (border[2] - border[0]); let target_side_height = target_size.y * (border[3] - border[1]); // compute the number of times to repeat the side and center slices when tiling along each axis // if the returned value is `1.` the slice will be stretched to fill the axis. let repeat_side_x = compute_tiled_subaxis(image_side_width, target_side_width, sides_scale_mode); let repeat_side_y = compute_tiled_subaxis(image_side_height, target_side_height, sides_scale_mode); let repeat_center_x = compute_tiled_subaxis(image_side_width, target_side_width, center_scale_mode); let repeat_center_y = compute_tiled_subaxis(image_side_height, target_side_height, center_scale_mode); [ slices, border, [ repeat_side_x, repeat_side_y, repeat_center_x, repeat_center_y, ], ] } SpriteImageMode::Tiled { tile_x, tile_y, stretch_value, } => { let rx = compute_tiled_axis(*tile_x, image_size.x, target_size.x, *stretch_value); let ry = compute_tiled_axis(*tile_y, image_size.y, target_size.y, *stretch_value); [[0., 0., 1., 1.], [0., 0., 1., 1.], [1., 1., rx, ry]] } SpriteImageMode::Auto => { unreachable!("Slices can not be computed for SpriteImageMode::Stretch") } SpriteImageMode::Scale(_) => { unreachable!("Slices can not be computed for SpriteImageMode::Scale") } } } fn compute_tiled_axis(tile: bool, image_extent: f32, target_extent: f32, stretch: f32) -> f32 { if tile { let s = image_extent * stretch; target_extent / s } else { 1. } } fn compute_tiled_subaxis(image_extent: f32, target_extent: f32, mode: &SliceScaleMode) -> f32 { match mode { SliceScaleMode::Stretch => 1., SliceScaleMode::Tile { stretch_value } => { let s = image_extent * *stretch_value; target_extent / s } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/debug_overlay.rs
crates/bevy_ui_render/src/debug_overlay.rs
use super::ExtractedUiItem; use super::ExtractedUiNode; use super::ExtractedUiNodes; use super::NodeType; use super::UiCameraMap; use crate::shader_flags; use bevy_asset::AssetId; use bevy_camera::visibility::InheritedVisibility; use bevy_color::Hsla; use bevy_color::LinearRgba; use bevy_ecs::entity::Entity; use bevy_ecs::prelude::Component; use bevy_ecs::prelude::ReflectComponent; use bevy_ecs::prelude::ReflectResource; use bevy_ecs::resource::Resource; use bevy_ecs::system::Commands; use bevy_ecs::system::Query; use bevy_ecs::system::Res; use bevy_ecs::system::ResMut; use bevy_math::Affine2; use bevy_math::Rect; use bevy_math::Vec2; use bevy_reflect::Reflect; use bevy_render::sync_world::TemporaryRenderEntity; use bevy_render::Extract; use bevy_sprite::BorderRect; use bevy_ui::ui_transform::UiGlobalTransform; use bevy_ui::CalculatedClip; use bevy_ui::ComputedNode; use bevy_ui::ComputedUiTargetCamera; use bevy_ui::ResolvedBorderRadius; use bevy_ui::UiStack; /// Configuration for the UI debug overlay /// /// Can be added as both a global `Resource` and locally as a `Component` to individual UI node entities. /// The local component options override the global resource. #[derive(Component, Resource, Reflect)] #[reflect(Component, Resource)] pub struct UiDebugOptions { /// Set to true to enable the UI debug overlay pub enabled: bool, /// Show outlines for the border boxes of UI nodes pub outline_border_box: bool, /// Show outlines for the padding boxes of UI nodes pub outline_padding_box: bool, /// Show outlines for the content boxes of UI nodes pub outline_content_box: bool, /// Show outlines for the scrollbar regions of UI nodes pub outline_scrollbars: bool, /// Width of the overlay's lines in logical pixels pub line_width: f32, /// Override Color for the overlay's lines pub line_color_override: Option<LinearRgba>, /// Show outlines for non-visible UI nodes pub show_hidden: bool, /// Show outlines for clipped sections of UI nodes pub show_clipped: bool, /// Draw outlines with sharp corners even if the UI nodes have border radii pub ignore_border_radius: bool, } impl UiDebugOptions { pub fn toggle(&mut self) { self.enabled = !self.enabled; } } impl Default for UiDebugOptions { fn default() -> Self { Self { enabled: false, line_width: 1., line_color_override: None, show_hidden: false, show_clipped: false, ignore_border_radius: false, outline_border_box: true, outline_padding_box: false, outline_content_box: false, outline_scrollbars: false, } } } pub fn extract_debug_overlay( mut commands: Commands, debug_options: Extract<Res<UiDebugOptions>>, mut extracted_uinodes: ResMut<ExtractedUiNodes>, uinode_query: Extract< Query<( Entity, &ComputedNode, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, &ComputedUiTargetCamera, Option<&UiDebugOptions>, )>, >, ui_stack: Extract<Res<UiStack>>, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); for (entity, uinode, transform, visibility, maybe_clip, computed_target, debug) in &uinode_query { let debug_options = debug.unwrap_or(&debug_options); if !debug_options.enabled { continue; } if !debug_options.show_hidden && !visibility.get() { continue; } let Some(extracted_camera_entity) = camera_mapper.map(computed_target) else { continue; }; let color = debug_options .line_color_override .unwrap_or_else(|| Hsla::sequential_dispersed(entity.index_u32()).into()); let z_order = (ui_stack.uinodes.len() as u32 + uinode.stack_index()) as f32; let border = BorderRect::all(debug_options.line_width / uinode.inverse_scale_factor()); let transform = transform.affine(); let mut push_outline = |rect: Rect, radius: ResolvedBorderRadius| { if rect.is_empty() { return; } extracted_uinodes.uinodes.push(ExtractedUiNode { render_entity: commands.spawn(TemporaryRenderEntity).id(), // Keep all overlays above UI, and nudge each type slightly in Z so ordering is stable. z_order, clip: maybe_clip .filter(|_| !debug_options.show_clipped) .map(|clip| clip.clip), image: AssetId::default(), extracted_camera_entity, transform: transform * Affine2::from_translation(rect.center()), item: ExtractedUiItem::Node { color, rect: Rect { min: Vec2::ZERO, max: rect.size(), }, atlas_scaling: None, flip_x: false, flip_y: false, border, border_radius: radius, node_type: NodeType::Border(shader_flags::BORDER_ALL), }, main_entity: entity.into(), }); }; let border_box = Rect::from_center_size(Vec2::ZERO, uinode.size); if debug_options.outline_border_box { push_outline(border_box, uinode.border_radius()); } if debug_options.outline_padding_box { let mut padding_box = border_box; padding_box.min += uinode.border.min_inset; padding_box.max -= uinode.border.max_inset; push_outline(padding_box, uinode.inner_radius()); } if debug_options.outline_content_box { let mut content_box = border_box; let content_inset = uinode.content_inset(); content_box.min += content_inset.min_inset; content_box.max -= content_inset.max_inset; push_outline(content_box, ResolvedBorderRadius::ZERO); } if debug_options.outline_scrollbars { if 0. <= uinode.scrollbar_size.y { let content_inset = uinode.content_inset(); let half_size = 0.5 * uinode.size; let min_x = -half_size.x + content_inset.min_inset.x; let max_x = half_size.x - content_inset.max_inset.x - uinode.scrollbar_size.x; let max_y = half_size.y - content_inset.max_inset.y; let min_y = max_y - uinode.scrollbar_size.y; let gutter = Rect { min: Vec2::new(min_x, min_y), max: Vec2::new(max_x, max_y), }; let gutter_length = gutter.size().x; let thumb_min = gutter.min.x + gutter_length * uinode.scroll_position.x / uinode.content_size.x; let thumb_max = thumb_min + gutter_length * gutter_length / uinode.content_size.x; let thumb = Rect { min: Vec2::new(thumb_min, gutter.min.y), max: Vec2::new(thumb_max, gutter.max.y), }; push_outline(gutter, ResolvedBorderRadius::ZERO); push_outline(thumb, ResolvedBorderRadius::ZERO); } if 0. <= uinode.scrollbar_size.x { let content_inset = uinode.content_inset(); let half_size = 0.5 * uinode.size; let max_x = half_size.x - content_inset.max_inset.x; let min_x = max_x - uinode.scrollbar_size.x; let min_y = -half_size.y + content_inset.min_inset.y; let max_y = half_size.y - content_inset.max_inset.y - uinode.scrollbar_size.y; let gutter = Rect { min: Vec2::new(min_x, min_y), max: Vec2::new(max_x, max_y), }; let gutter_length = gutter.size().y; let thumb_min = gutter.min.y + gutter_length * uinode.scroll_position.y / uinode.content_size.y; let thumb_max = thumb_min + gutter_length * gutter_length / uinode.content_size.y; let thumb = Rect { min: Vec2::new(gutter.min.x, thumb_min), max: Vec2::new(gutter.max.x, thumb_max), }; push_outline(gutter, ResolvedBorderRadius::ZERO); push_outline(thumb, ResolvedBorderRadius::ZERO); } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ui_render/src/gradient.rs
crates/bevy_ui_render/src/gradient.rs
use core::{ f32::consts::{FRAC_PI_2, TAU}, hash::Hash, ops::Range, }; use super::shader_flags::BORDER_ALL; use crate::*; use bevy_asset::*; use bevy_color::{ColorToComponents, Hsla, Hsva, LinearRgba, Oklaba, Oklcha, Srgba}; use bevy_ecs::{ prelude::Component, system::{ lifetimeless::{Read, SRes}, *, }, }; use bevy_image::prelude::*; use bevy_math::{ ops::{cos, sin}, FloatOrd, Rect, Vec2, }; use bevy_math::{Affine2, Vec2Swizzles}; use bevy_mesh::VertexBufferLayout; use bevy_render::{ render_phase::*, render_resource::{binding_types::uniform_buffer, *}, renderer::{RenderDevice, RenderQueue}, sync_world::TemporaryRenderEntity, view::*, Extract, ExtractSchedule, Render, RenderSystems, }; use bevy_render::{sync_world::MainEntity, RenderStartup}; use bevy_shader::Shader; use bevy_sprite::BorderRect; use bevy_ui::{ BackgroundGradient, BorderGradient, ColorStop, ComputedUiRenderTargetInfo, ConicGradient, Gradient, InterpolationColorSpace, LinearGradient, RadialGradient, ResolvedBorderRadius, Val, }; use bevy_utils::default; use bytemuck::{Pod, Zeroable}; pub struct GradientPlugin; impl Plugin for GradientPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "gradient.wgsl"); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .add_render_command::<TransparentUi, DrawGradientFns>() .init_resource::<ExtractedGradients>() .init_resource::<ExtractedColorStops>() .init_resource::<GradientMeta>() .init_resource::<SpecializedRenderPipelines<GradientPipeline>>() .add_systems(RenderStartup, init_gradient_pipeline) .add_systems( ExtractSchedule, extract_gradients .in_set(RenderUiSystems::ExtractGradient) .after(extract_uinode_background_colors), ) .add_systems( Render, ( queue_gradient.in_set(RenderSystems::Queue), prepare_gradient.in_set(RenderSystems::PrepareBindGroups), ), ); } } } #[derive(Component)] pub struct GradientBatch { pub range: Range<u32>, } #[derive(Resource)] pub struct GradientMeta { vertices: RawBufferVec<UiGradientVertex>, indices: RawBufferVec<u32>, view_bind_group: Option<BindGroup>, } impl Default for GradientMeta { fn default() -> Self { Self { vertices: RawBufferVec::new(BufferUsages::VERTEX), indices: RawBufferVec::new(BufferUsages::INDEX), view_bind_group: None, } } } #[derive(Resource)] pub struct GradientPipeline { pub view_layout: BindGroupLayoutDescriptor, pub shader: Handle<Shader>, } pub fn init_gradient_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let view_layout = BindGroupLayoutDescriptor::new( "ui_gradient_view_layout", &BindGroupLayoutEntries::single( ShaderStages::VERTEX_FRAGMENT, uniform_buffer::<ViewUniform>(true), ), ); commands.insert_resource(GradientPipeline { view_layout, shader: load_embedded_asset!(asset_server.as_ref(), "gradient.wgsl"), }); } pub fn compute_gradient_line_length(angle: f32, size: Vec2) -> f32 { let center = 0.5 * size; let v = Vec2::new(sin(angle), -cos(angle)); let (pos_corner, neg_corner) = if v.x >= 0.0 && v.y <= 0.0 { (size.with_y(0.), size.with_x(0.)) } else if v.x >= 0.0 && v.y > 0.0 { (size, Vec2::ZERO) } else if v.x < 0.0 && v.y <= 0.0 { (Vec2::ZERO, size) } else { (size.with_x(0.), size.with_y(0.)) }; let t_pos = (pos_corner - center).dot(v); let t_neg = (neg_corner - center).dot(v); (t_pos - t_neg).abs() } #[derive(Clone, Copy, Hash, PartialEq, Eq)] pub struct UiGradientPipelineKey { anti_alias: bool, color_space: InterpolationColorSpace, pub hdr: bool, } impl SpecializedRenderPipeline for GradientPipeline { type Key = UiGradientPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let vertex_layout = VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, vec![ // position VertexFormat::Float32x3, // uv VertexFormat::Float32x2, // flags VertexFormat::Uint32, // radius VertexFormat::Float32x4, // border VertexFormat::Float32x4, // size VertexFormat::Float32x2, // point VertexFormat::Float32x2, // start_point VertexFormat::Float32x2, // dir VertexFormat::Float32x2, // start_color VertexFormat::Float32x4, // start_len VertexFormat::Float32, // end_len VertexFormat::Float32, // end color VertexFormat::Float32x4, // hint VertexFormat::Float32, ], ); let color_space = match key.color_space { InterpolationColorSpace::Oklaba => "IN_OKLAB", InterpolationColorSpace::Oklcha => "IN_OKLCH", InterpolationColorSpace::OklchaLong => "IN_OKLCH_LONG", InterpolationColorSpace::Srgba => "IN_SRGB", InterpolationColorSpace::LinearRgba => "IN_LINEAR_RGB", InterpolationColorSpace::Hsla => "IN_HSL", InterpolationColorSpace::HslaLong => "IN_HSL_LONG", InterpolationColorSpace::Hsva => "IN_HSV", InterpolationColorSpace::HsvaLong => "IN_HSV_LONG", }; let shader_defs = if key.anti_alias { vec![color_space.into(), "ANTI_ALIAS".into()] } else { vec![color_space.into()] }; RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone()], label: Some("ui_gradient_pipeline".into()), ..default() } } } pub enum ResolvedGradient { Linear { angle: f32 }, Conic { center: Vec2, start: f32 }, Radial { center: Vec2, size: Vec2 }, } pub struct ExtractedGradient { pub stack_index: u32, pub transform: Affine2, pub rect: Rect, pub clip: Option<Rect>, pub extracted_camera_entity: Entity, /// range into `ExtractedColorStops` pub stops_range: Range<usize>, pub node_type: NodeType, pub main_entity: MainEntity, pub render_entity: Entity, /// Border radius of the UI node. /// Ordering: top left, top right, bottom right, bottom left. pub border_radius: ResolvedBorderRadius, /// Border thickness of the UI node. /// Ordering: left, top, right, bottom. pub border: BorderRect, pub resolved_gradient: ResolvedGradient, pub color_space: InterpolationColorSpace, } #[derive(Resource, Default)] pub struct ExtractedGradients { pub items: Vec<ExtractedGradient>, } #[derive(Resource, Default)] pub struct ExtractedColorStops(pub Vec<(LinearRgba, f32, f32)>); // Interpolate implicit stops (where position is `f32::NAN`) // If the first and last stops are implicit set them to the `min` and `max` values // so that we always have explicit start and end points to interpolate between. fn interpolate_color_stops(stops: &mut [(LinearRgba, f32, f32)], min: f32, max: f32) { if stops[0].1.is_nan() { stops[0].1 = min; } if stops.last().unwrap().1.is_nan() { stops.last_mut().unwrap().1 = max; } let mut i = 1; while i < stops.len() - 1 { let point = stops[i].1; if point.is_nan() { let start = i; let mut end = i + 1; while end < stops.len() - 1 && stops[end].1.is_nan() { end += 1; } let start_point = stops[start - 1].1; let end_point = stops[end].1; let steps = end - start; let step = (end_point - start_point) / (steps + 1) as f32; for j in 0..steps { stops[i + j].1 = start_point + step * (j + 1) as f32; } i = end; } i += 1; } } fn compute_color_stops( stops: &[ColorStop], scale_factor: f32, length: f32, target_size: Vec2, scratch: &mut Vec<(LinearRgba, f32, f32)>, extracted_color_stops: &mut Vec<(LinearRgba, f32, f32)>, ) { // resolve the physical distances of explicit stops and sort them scratch.extend(stops.iter().filter_map(|stop| { stop.point .resolve(scale_factor, length, target_size) .ok() .map(|physical_point| (stop.color.to_linear(), physical_point, stop.hint)) })); scratch.sort_by_key(|(_, point, _)| FloatOrd(*point)); let min = scratch .first() .map(|(_, min, _)| *min) .unwrap_or(0.) .min(0.); // get the position of the last explicit stop and use the full length of the gradient if no explicit stops let max = scratch .last() .map(|(_, max, _)| *max) .unwrap_or(length) .max(length); let mut sorted_stops_drain = scratch.drain(..); let range_start = extracted_color_stops.len(); // Fill the extracted color stops buffer extracted_color_stops.extend(stops.iter().map(|stop| { if stop.point == Val::Auto { (stop.color.to_linear(), f32::NAN, stop.hint) } else { sorted_stops_drain.next().unwrap() } })); interpolate_color_stops(&mut extracted_color_stops[range_start..], min, max); } pub fn extract_gradients( mut commands: Commands, mut extracted_gradients: ResMut<ExtractedGradients>, mut extracted_color_stops: ResMut<ExtractedColorStops>, mut extracted_uinodes: ResMut<ExtractedUiNodes>, gradients_query: Extract< Query<( Entity, &ComputedNode, &ComputedUiTargetCamera, &ComputedUiRenderTargetInfo, &UiGlobalTransform, &InheritedVisibility, Option<&CalculatedClip>, AnyOf<(&BackgroundGradient, &BorderGradient)>, )>, >, camera_map: Extract<UiCameraMap>, ) { let mut camera_mapper = camera_map.get_mapper(); let mut sorted_stops = vec![]; for ( entity, uinode, camera, target, transform, inherited_visibility, clip, (gradient, gradient_border), ) in &gradients_query { // Skip invisible images if !inherited_visibility.get() { continue; } let Some(extracted_camera_entity) = camera_mapper.map(camera) else { continue; }; for (gradients, node_type) in [ (gradient.map(|g| &g.0), NodeType::Rect), (gradient_border.map(|g| &g.0), NodeType::Border(BORDER_ALL)), ] .iter() .filter_map(|(g, n)| g.map(|g| (g, *n))) { for gradient in gradients.iter() { if gradient.is_empty() { continue; } if let Some(color) = gradient.get_single() { // With a single color stop there's no gradient, fill the node with the color extracted_uinodes.uinodes.push(ExtractedUiNode { z_order: uinode.stack_index as f32 + match node_type { NodeType::Rect => stack_z_offsets::GRADIENT, NodeType::Border(_) => stack_z_offsets::BORDER_GRADIENT, }, image: AssetId::default(), clip: clip.map(|clip| clip.clip), extracted_camera_entity, transform: transform.into(), item: ExtractedUiItem::Node { color: color.into(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, atlas_scaling: None, flip_x: false, flip_y: false, border_radius: uinode.border_radius, border: uinode.border, node_type, }, main_entity: entity.into(), render_entity: commands.spawn(TemporaryRenderEntity).id(), }); continue; } match gradient { Gradient::Linear(LinearGradient { color_space, angle, stops, }) => { let length = compute_gradient_line_length(*angle, uinode.size); let range_start = extracted_color_stops.0.len(); compute_color_stops( stops, target.scale_factor(), length, target.physical_size().as_vec2(), &mut sorted_stops, &mut extracted_color_stops.0, ); extracted_gradients.items.push(ExtractedGradient { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: uinode.stack_index, transform: transform.into(), stops_range: range_start..extracted_color_stops.0.len(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, clip: clip.map(|clip| clip.clip), extracted_camera_entity, main_entity: entity.into(), node_type, border_radius: uinode.border_radius, border: uinode.border, resolved_gradient: ResolvedGradient::Linear { angle: *angle }, color_space: *color_space, }); } Gradient::Radial(RadialGradient { color_space, position: center, shape, stops, }) => { let c = center.resolve( target.scale_factor(), uinode.size, target.physical_size().as_vec2(), ); let size = shape.resolve( c, target.scale_factor(), uinode.size, target.physical_size().as_vec2(), ); let length = size.x; let range_start = extracted_color_stops.0.len(); compute_color_stops( stops, target.scale_factor(), length, target.physical_size().as_vec2(), &mut sorted_stops, &mut extracted_color_stops.0, ); extracted_gradients.items.push(ExtractedGradient { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: uinode.stack_index, transform: transform.into(), stops_range: range_start..extracted_color_stops.0.len(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, clip: clip.map(|clip| clip.clip), extracted_camera_entity, main_entity: entity.into(), node_type, border_radius: uinode.border_radius, border: uinode.border, resolved_gradient: ResolvedGradient::Radial { center: c, size }, color_space: *color_space, }); } Gradient::Conic(ConicGradient { color_space, start, position: center, stops, }) => { let g_start = center.resolve( target.scale_factor(), uinode.size, target.physical_size().as_vec2(), ); let range_start = extracted_color_stops.0.len(); // sort the explicit stops sorted_stops.extend(stops.iter().filter_map(|stop| { stop.angle.map(|angle| { (stop.color.to_linear(), angle.clamp(0., TAU), stop.hint) }) })); sorted_stops.sort_by_key(|(_, angle, _)| FloatOrd(*angle)); let mut sorted_stops_drain = sorted_stops.drain(..); // fill the extracted stops buffer extracted_color_stops.0.extend(stops.iter().map(|stop| { if stop.angle.is_none() { (stop.color.to_linear(), f32::NAN, stop.hint) } else { sorted_stops_drain.next().unwrap() } })); interpolate_color_stops( &mut extracted_color_stops.0[range_start..], 0., TAU, ); extracted_gradients.items.push(ExtractedGradient { render_entity: commands.spawn(TemporaryRenderEntity).id(), stack_index: uinode.stack_index, transform: transform.into(), stops_range: range_start..extracted_color_stops.0.len(), rect: Rect { min: Vec2::ZERO, max: uinode.size, }, clip: clip.map(|clip| clip.clip), extracted_camera_entity, main_entity: entity.into(), node_type, border_radius: uinode.border_radius, border: uinode.border, resolved_gradient: ResolvedGradient::Conic { start: *start, center: g_start, }, color_space: *color_space, }); } } } } } } #[expect( clippy::too_many_arguments, reason = "it's a system that needs a lot of them" )] pub fn queue_gradient( extracted_gradients: ResMut<ExtractedGradients>, gradients_pipeline: Res<GradientPipeline>, mut pipelines: ResMut<SpecializedRenderPipelines<GradientPipeline>>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut render_views: Query<(&UiCameraView, Option<&UiAntiAlias>), With<ExtractedView>>, camera_views: Query<&ExtractedView>, pipeline_cache: Res<PipelineCache>, draw_functions: Res<DrawFunctions<TransparentUi>>, ) { let draw_function = draw_functions.read().id::<DrawGradientFns>(); for (index, gradient) in extracted_gradients.items.iter().enumerate() { let Ok((default_camera_view, ui_anti_alias)) = render_views.get_mut(gradient.extracted_camera_entity) else { continue; }; let Ok(view) = camera_views.get(default_camera_view.0) else { continue; }; let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let pipeline = pipelines.specialize( &pipeline_cache, &gradients_pipeline, UiGradientPipelineKey { anti_alias: matches!(ui_anti_alias, None | Some(UiAntiAlias::On)), color_space: gradient.color_space, hdr: view.hdr, }, ); transparent_phase.add(TransparentUi { draw_function, pipeline, entity: (gradient.render_entity, gradient.main_entity), sort_key: FloatOrd( gradient.stack_index as f32 + match gradient.node_type { NodeType::Rect => stack_z_offsets::GRADIENT, NodeType::Border(_) => stack_z_offsets::BORDER_GRADIENT, }, ), batch_range: 0..0, extra_index: PhaseItemExtraIndex::None, index, indexed: true, }); } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] struct UiGradientVertex { position: [f32; 3], uv: [f32; 2], flags: u32, radius: [f32; 4], border: [f32; 4], size: [f32; 2], point: [f32; 2], g_start: [f32; 2], g_dir: [f32; 2], start_color: [f32; 4], start_len: f32, end_len: f32, end_color: [f32; 4], hint: f32, } fn convert_color_to_space(color: LinearRgba, space: InterpolationColorSpace) -> [f32; 4] { match space { InterpolationColorSpace::Oklaba => { let oklaba: Oklaba = color.into(); [oklaba.lightness, oklaba.a, oklaba.b, oklaba.alpha] } InterpolationColorSpace::Oklcha | InterpolationColorSpace::OklchaLong => { let oklcha: Oklcha = color.into(); [ oklcha.lightness, oklcha.chroma, // The shader expects normalized hues oklcha.hue / 360., oklcha.alpha, ] } InterpolationColorSpace::Srgba => { let srgba: Srgba = color.into(); [srgba.red, srgba.green, srgba.blue, srgba.alpha] } InterpolationColorSpace::LinearRgba => color.to_f32_array(), InterpolationColorSpace::Hsla | InterpolationColorSpace::HslaLong => { let hsla: Hsla = color.into(); // The shader expects normalized hues [hsla.hue / 360., hsla.saturation, hsla.lightness, hsla.alpha] } InterpolationColorSpace::Hsva | InterpolationColorSpace::HsvaLong => { let hsva: Hsva = color.into(); // The shader expects normalized hues [hsva.hue / 360., hsva.saturation, hsva.value, hsva.alpha] } } } pub fn prepare_gradient( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, pipeline_cache: Res<PipelineCache>, mut ui_meta: ResMut<GradientMeta>, mut extracted_gradients: ResMut<ExtractedGradients>, mut extracted_color_stops: ResMut<ExtractedColorStops>, view_uniforms: Res<ViewUniforms>, gradients_pipeline: Res<GradientPipeline>, mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>, mut previous_len: Local<usize>, ) { if let Some(view_binding) = view_uniforms.uniforms.binding() { let mut batches: Vec<(Entity, GradientBatch)> = Vec::with_capacity(*previous_len); ui_meta.vertices.clear(); ui_meta.indices.clear(); ui_meta.view_bind_group = Some(render_device.create_bind_group( "gradient_view_bind_group", &pipeline_cache.get_bind_group_layout(&gradients_pipeline.view_layout), &BindGroupEntries::single(view_binding), )); // Buffer indexes let mut vertices_index = 0; let mut indices_index = 0; for ui_phase in phases.values_mut() { for item_index in 0..ui_phase.items.len() { let item = &mut ui_phase.items[item_index]; if let Some(gradient) = extracted_gradients .items .get(item.index) .filter(|n| item.entity() == n.render_entity) { *item.batch_range_mut() = item_index as u32..item_index as u32 + 1; let uinode_rect = gradient.rect; let rect_size = uinode_rect.size(); // Specify the corners of the node let positions = QUAD_VERTEX_POSITIONS.map(|pos| { gradient .transform .transform_point2(pos * rect_size) .extend(0.) }); let corner_points = QUAD_VERTEX_POSITIONS.map(|pos| pos * rect_size); // Calculate the effect of clipping // Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads) let positions_diff = if let Some(clip) = gradient.clip { [ Vec2::new( f32::max(clip.min.x - positions[0].x, 0.), f32::max(clip.min.y - positions[0].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[1].x, 0.), f32::max(clip.min.y - positions[1].y, 0.), ), Vec2::new( f32::min(clip.max.x - positions[2].x, 0.), f32::min(clip.max.y - positions[2].y, 0.), ), Vec2::new( f32::max(clip.min.x - positions[3].x, 0.), f32::min(clip.max.y - positions[3].y, 0.), ), ] } else { [Vec2::ZERO; 4] }; let positions_clipped = [ positions[0] + positions_diff[0].extend(0.), positions[1] + positions_diff[1].extend(0.), positions[2] + positions_diff[2].extend(0.), positions[3] + positions_diff[3].extend(0.), ]; let points = [ corner_points[0] + positions_diff[0], corner_points[1] + positions_diff[1], corner_points[2] + positions_diff[2], corner_points[3] + positions_diff[3], ]; let transformed_rect_size = gradient.transform.transform_vector2(rect_size); // Don't try to cull nodes that have a rotation // In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π // In those two cases, the culling check can proceed normally as corners will be on // horizontal / vertical lines // For all other angles, bypass the culling check // This does not properly handles all rotations on all axis if gradient.transform.x_axis[1] == 0.0 { // Cull nodes that are completely clipped if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x || positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y { continue; } } let uvs = { [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y] }; let mut flags = if let NodeType::Border(borders) = gradient.node_type { borders } else { 0 }; let (g_start, g_dir, g_flags) = match gradient.resolved_gradient { ResolvedGradient::Linear { angle } => { let corner_index = (angle - FRAC_PI_2).rem_euclid(TAU) / FRAC_PI_2; ( corner_points[corner_index as usize].into(), // CSS angles increase in a clockwise direction [sin(angle), -cos(angle)], 0, ) } ResolvedGradient::Conic { center, start } => { (center.into(), [start, 0.], shader_flags::CONIC) } ResolvedGradient::Radial { center, size } => ( center.into(), Vec2::splat(if size.y != 0. { size.x / size.y } else { 1. }).into(), shader_flags::RADIAL, ), }; flags |= g_flags; let range = gradient.stops_range.start..gradient.stops_range.end - 1; let mut segment_count = 0; for stop_index in range { let mut start_stop = extracted_color_stops.0[stop_index]; let end_stop = extracted_color_stops.0[stop_index + 1]; if start_stop.1 == end_stop.1 { if stop_index == gradient.stops_range.end - 2 { if 0 < segment_count { start_stop.0 = LinearRgba::NONE; } } else { continue; } } let start_color = convert_color_to_space(start_stop.0, gradient.color_space); let end_color = convert_color_to_space(end_stop.0, gradient.color_space); let mut stop_flags = flags; if 0. < start_stop.1 && (stop_index == gradient.stops_range.start || segment_count == 0) { stop_flags |= shader_flags::FILL_START; } if stop_index == gradient.stops_range.end - 2 { stop_flags |= shader_flags::FILL_END; } for i in 0..4 { ui_meta.vertices.push(UiGradientVertex { position: positions_clipped[i].into(), uv: uvs[i].into(),
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/lib.rs
crates/bevy_sprite_render/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] #![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] //! Provides 2D sprite rendering functionality. extern crate alloc; mod mesh2d; mod render; #[cfg(feature = "bevy_text")] mod text2d; mod texture_slice; mod tilemap_chunk; /// The sprite prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{ColorMaterial, MeshMaterial2d}; } use bevy_shader::load_shader_library; pub use mesh2d::*; pub use render::*; pub(crate) use texture_slice::*; pub use tilemap_chunk::*; use bevy_app::prelude::*; use bevy_asset::{embedded_asset, AssetEventSystems}; use bevy_core_pipeline::core_2d::{AlphaMask2d, Opaque2d, Transparent2d}; use bevy_ecs::prelude::*; use bevy_image::{prelude::*, TextureAtlasPlugin}; use bevy_mesh::Mesh2d; use bevy_render::{ batching::sort_binned_render_phase, render_phase::AddRenderCommand, render_resource::SpecializedRenderPipelines, sync_world::SyncToRenderWorld, ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_sprite::Sprite; #[cfg(feature = "bevy_text")] pub use crate::text2d::extract_text2d_sprite; /// Adds support for 2D sprite rendering. #[derive(Default)] pub struct SpriteRenderPlugin; /// System set for sprite rendering. #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum SpriteSystems { ExtractSprites, ComputeSlices, } impl Plugin for SpriteRenderPlugin { fn build(&self, app: &mut App) { load_shader_library!(app, "render/sprite_view_bindings.wgsl"); embedded_asset!(app, "render/sprite.wgsl"); if !app.is_plugin_added::<TextureAtlasPlugin>() { app.add_plugins(TextureAtlasPlugin); } app.add_plugins(( Mesh2dRenderPlugin, ColorMaterialPlugin, TilemapChunkPlugin, TilemapChunkMaterialPlugin, )) .add_systems( PostUpdate, ( compute_slices_on_asset_event.before(AssetEventSystems), compute_slices_on_sprite_change, ) .in_set(SpriteSystems::ComputeSlices), ); app.register_required_components::<Sprite, SyncToRenderWorld>(); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .init_resource::<ImageBindGroups>() .init_resource::<SpecializedRenderPipelines<SpritePipeline>>() .init_resource::<SpriteMeta>() .init_resource::<ExtractedSprites>() .init_resource::<ExtractedSlices>() .init_resource::<SpriteAssetEvents>() .init_resource::<SpriteBatches>() .add_render_command::<Transparent2d, DrawSprite>() .add_systems(RenderStartup, init_sprite_pipeline) .add_systems( ExtractSchedule, ( extract_sprites.in_set(SpriteSystems::ExtractSprites), extract_sprite_events, #[cfg(feature = "bevy_text")] extract_text2d_sprite.after(SpriteSystems::ExtractSprites), ), ) .add_systems( Render, ( queue_sprites .in_set(RenderSystems::Queue) .ambiguous_with(queue_material2d_meshes::<ColorMaterial>), prepare_sprite_image_bind_groups.in_set(RenderSystems::PrepareBindGroups), prepare_sprite_view_bind_groups.in_set(RenderSystems::PrepareBindGroups), sort_binned_render_phase::<Opaque2d>.in_set(RenderSystems::PhaseSort), sort_binned_render_phase::<AlphaMask2d>.in_set(RenderSystems::PhaseSort), ), ); }; } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/text2d/mod.rs
crates/bevy_sprite_render/src/text2d/mod.rs
use crate::{ ExtractedSlice, ExtractedSlices, ExtractedSprite, ExtractedSpriteKind, ExtractedSprites, }; use bevy_asset::{AssetId, Assets}; use bevy_camera::visibility::ViewVisibility; use bevy_color::LinearRgba; use bevy_ecs::{ entity::Entity, query::Has, system::{Commands, Query, Res, ResMut}, }; use bevy_image::prelude::*; use bevy_math::Vec2; use bevy_render::sync_world::TemporaryRenderEntity; use bevy_render::Extract; use bevy_sprite::{Anchor, Text2dShadow}; use bevy_text::{ ComputedTextBlock, PositionedGlyph, Strikethrough, StrikethroughColor, TextBackgroundColor, TextBounds, TextColor, TextLayoutInfo, Underline, UnderlineColor, }; use bevy_transform::prelude::GlobalTransform; /// This system extracts the sprites from the 2D text components and adds them to the /// "render world". pub fn extract_text2d_sprite( mut commands: Commands, mut extracted_sprites: ResMut<ExtractedSprites>, mut extracted_slices: ResMut<ExtractedSlices>, texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>, text2d_query: Extract< Query<( Entity, &ViewVisibility, &ComputedTextBlock, &TextLayoutInfo, &TextBounds, &Anchor, Option<&Text2dShadow>, &GlobalTransform, )>, >, text_colors: Extract<Query<&TextColor>>, text_background_colors_query: Extract<Query<&TextBackgroundColor>>, decoration_query: Extract< Query<( &TextColor, Has<Strikethrough>, Has<Underline>, Option<&StrikethroughColor>, Option<&UnderlineColor>, )>, >, ) { let mut start = extracted_slices.slices.len(); let mut end = start + 1; for ( main_entity, view_visibility, computed_block, text_layout_info, text_bounds, anchor, maybe_shadow, global_transform, ) in text2d_query.iter() { let scaling = GlobalTransform::from_scale( Vec2::splat(text_layout_info.scale_factor.recip()).extend(1.), ); if !view_visibility.get() { continue; } let size = Vec2::new( text_bounds.width.unwrap_or(text_layout_info.size.x), text_bounds.height.unwrap_or(text_layout_info.size.y), ); let top_left = (Anchor::TOP_LEFT.0 - anchor.as_vec()) * size; for run in text_layout_info.run_geometry.iter() { let section_entity = computed_block.entities()[run.span_index].entity; let Ok(text_background_color) = text_background_colors_query.get(section_entity) else { continue; }; let render_entity = commands.spawn(TemporaryRenderEntity).id(); let offset = Vec2::new(run.bounds.center().x, -run.bounds.center().y); let transform = *global_transform * GlobalTransform::from_translation(top_left.extend(0.)) * scaling * GlobalTransform::from_translation(offset.extend(0.)); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color: text_background_color.0.into(), image_handle_id: AssetId::default(), flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Single { anchor: Vec2::ZERO, rect: None, scaling_mode: None, custom_size: Some(run.bounds.size()), }, }); } if let Some(shadow) = maybe_shadow { let shadow_transform = *global_transform * GlobalTransform::from_translation((top_left + shadow.offset).extend(0.)) * scaling; let color = shadow.color.into(); for ( i, PositionedGlyph { position, atlas_info, .. }, ) in text_layout_info.glyphs.iter().enumerate() { let rect = texture_atlases .get(atlas_info.texture_atlas) .unwrap() .textures[atlas_info.location.glyph_index] .as_rect(); extracted_slices.slices.push(ExtractedSlice { offset: Vec2::new(position.x, -position.y), rect, size: rect.size(), }); if text_layout_info .glyphs .get(i + 1) .is_none_or(|info| info.atlas_info.texture != atlas_info.texture) { let render_entity = commands.spawn(TemporaryRenderEntity).id(); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform: shadow_transform, color, image_handle_id: atlas_info.texture, flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Slices { indices: start..end, }, }); start = end; } end += 1; } for run in text_layout_info.run_geometry.iter() { let section_entity = computed_block.entities()[run.span_index].entity; let Ok((_, has_strikethrough, has_underline, _, _)) = decoration_query.get(section_entity) else { continue; }; if has_strikethrough { let render_entity = commands.spawn(TemporaryRenderEntity).id(); let offset = run.strikethrough_position() * Vec2::new(1., -1.); let transform = shadow_transform * GlobalTransform::from_translation(offset.extend(0.)); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color, image_handle_id: AssetId::default(), flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Single { anchor: Vec2::ZERO, rect: None, scaling_mode: None, custom_size: Some(run.strikethrough_size()), }, }); } if has_underline { let render_entity = commands.spawn(TemporaryRenderEntity).id(); let offset = run.underline_position() * Vec2::new(1., -1.); let transform = shadow_transform * GlobalTransform::from_translation(offset.extend(0.)); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color, image_handle_id: AssetId::default(), flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Single { anchor: Vec2::ZERO, rect: None, scaling_mode: None, custom_size: Some(run.underline_size()), }, }); } } } let transform = *global_transform * GlobalTransform::from_translation(top_left.extend(0.)) * scaling; let mut color = LinearRgba::WHITE; let mut current_span = usize::MAX; for ( i, PositionedGlyph { position, atlas_info, span_index, .. }, ) in text_layout_info.glyphs.iter().enumerate() { if *span_index != current_span { color = text_colors .get( computed_block .entities() .get(*span_index) .map(|t| t.entity) .unwrap_or(Entity::PLACEHOLDER), ) .map(|text_color| LinearRgba::from(text_color.0)) .unwrap_or_default(); current_span = *span_index; } let rect = texture_atlases .get(atlas_info.texture_atlas) .unwrap() .textures[atlas_info.location.glyph_index] .as_rect(); extracted_slices.slices.push(ExtractedSlice { offset: Vec2::new(position.x, -position.y), rect, size: rect.size(), }); if text_layout_info.glyphs.get(i + 1).is_none_or(|info| { info.span_index != current_span || info.atlas_info.texture != atlas_info.texture }) { let render_entity = commands.spawn(TemporaryRenderEntity).id(); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color, image_handle_id: atlas_info.texture, flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Slices { indices: start..end, }, }); start = end; } end += 1; } for run in text_layout_info.run_geometry.iter() { let section_entity = computed_block.entities()[run.span_index].entity; let Ok(( text_color, has_strike_through, has_underline, maybe_strikethrough_color, maybe_underline_color, )) = decoration_query.get(section_entity) else { continue; }; if has_strike_through { let color = maybe_strikethrough_color .map(|c| c.0) .unwrap_or(text_color.0) .to_linear(); let render_entity = commands.spawn(TemporaryRenderEntity).id(); let offset = run.strikethrough_position() * Vec2::new(1., -1.); let transform = *global_transform * GlobalTransform::from_translation(top_left.extend(0.)) * scaling * GlobalTransform::from_translation(offset.extend(0.)); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color, image_handle_id: AssetId::default(), flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Single { anchor: Vec2::ZERO, rect: None, scaling_mode: None, custom_size: Some(run.strikethrough_size()), }, }); } if has_underline { let color = maybe_underline_color .map(|c| c.0) .unwrap_or(text_color.0) .to_linear(); let render_entity = commands.spawn(TemporaryRenderEntity).id(); let offset = run.underline_position() * Vec2::new(1., -1.); let transform = *global_transform * GlobalTransform::from_translation(top_left.extend(0.)) * scaling * GlobalTransform::from_translation(offset.extend(0.)); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, transform, color, image_handle_id: AssetId::default(), flip_x: false, flip_y: false, kind: ExtractedSpriteKind::Single { anchor: Vec2::ZERO, rect: None, scaling_mode: None, custom_size: Some(run.underline_size()), }, }); } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/mesh2d/color_material.rs
crates/bevy_sprite_render/src/mesh2d/color_material.rs
use crate::{AlphaMode2d, Material2d, Material2dPlugin}; use bevy_app::{App, Plugin}; use bevy_asset::{embedded_asset, embedded_path, Asset, AssetApp, AssetPath, Assets, Handle}; use bevy_color::{Alpha, Color, ColorToComponents, LinearRgba}; use bevy_image::Image; use bevy_math::{Affine2, Mat3, Vec4}; use bevy_reflect::prelude::*; use bevy_render::{render_asset::RenderAssets, render_resource::*, texture::GpuImage}; use bevy_shader::ShaderRef; #[derive(Default)] pub struct ColorMaterialPlugin; impl Plugin for ColorMaterialPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "color_material.wgsl"); app.add_plugins(Material2dPlugin::<ColorMaterial>::default()) .register_asset_reflect::<ColorMaterial>(); // Initialize the default material handle. app.world_mut() .resource_mut::<Assets<ColorMaterial>>() .insert( &Handle::<ColorMaterial>::default(), ColorMaterial { color: Color::srgb(1.0, 0.0, 1.0), ..Default::default() }, ) .unwrap(); } } /// A [2d material](Material2d) that renders [2d meshes](crate::Mesh2d) with a texture tinted by a uniform color #[derive(Asset, AsBindGroup, Reflect, Debug, Clone)] #[reflect(Default, Debug, Clone)] #[uniform(0, ColorMaterialUniform)] pub struct ColorMaterial { pub color: Color, pub alpha_mode: AlphaMode2d, pub uv_transform: Affine2, #[texture(1)] #[sampler(2)] pub texture: Option<Handle<Image>>, } impl ColorMaterial { /// Creates a new material from a given color pub fn from_color(color: impl Into<Color>) -> Self { Self::from(color.into()) } } impl Default for ColorMaterial { fn default() -> Self { ColorMaterial { color: Color::WHITE, uv_transform: Affine2::default(), texture: None, // TODO should probably default to AlphaMask once supported? alpha_mode: AlphaMode2d::Blend, } } } impl From<Color> for ColorMaterial { fn from(color: Color) -> Self { ColorMaterial { color, alpha_mode: if color.alpha() < 1.0 { AlphaMode2d::Blend } else { AlphaMode2d::Opaque }, ..Default::default() } } } impl From<Handle<Image>> for ColorMaterial { fn from(texture: Handle<Image>) -> Self { ColorMaterial { texture: Some(texture), ..Default::default() } } } // NOTE: These must match the bit flags in bevy_sprite_render/src/mesh2d/color_material.wgsl! bitflags::bitflags! { #[repr(transparent)] pub struct ColorMaterialFlags: u32 { const TEXTURE = 1 << 0; /// Bitmask reserving bits for the [`AlphaMode2d`] /// Values are just sequential values bitshifted into /// the bitmask, and can range from 0 to 3. const ALPHA_MODE_RESERVED_BITS = Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS; const ALPHA_MODE_OPAQUE = 0 << Self::ALPHA_MODE_SHIFT_BITS; const ALPHA_MODE_MASK = 1 << Self::ALPHA_MODE_SHIFT_BITS; const ALPHA_MODE_BLEND = 2 << Self::ALPHA_MODE_SHIFT_BITS; const NONE = 0; const UNINITIALIZED = 0xFFFF; } } impl ColorMaterialFlags { const ALPHA_MODE_MASK_BITS: u32 = 0b11; const ALPHA_MODE_SHIFT_BITS: u32 = 32 - Self::ALPHA_MODE_MASK_BITS.count_ones(); } /// The GPU representation of the uniform data of a [`ColorMaterial`]. #[derive(Clone, Default, ShaderType)] pub struct ColorMaterialUniform { pub color: Vec4, pub uv_transform: Mat3, pub flags: u32, pub alpha_cutoff: f32, } impl AsBindGroupShaderType<ColorMaterialUniform> for ColorMaterial { fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> ColorMaterialUniform { let mut flags = ColorMaterialFlags::NONE; if self.texture.is_some() { flags |= ColorMaterialFlags::TEXTURE; } // Defaults to 0.5 like in 3d let mut alpha_cutoff = 0.5; match self.alpha_mode { AlphaMode2d::Opaque => flags |= ColorMaterialFlags::ALPHA_MODE_OPAQUE, AlphaMode2d::Mask(c) => { alpha_cutoff = c; flags |= ColorMaterialFlags::ALPHA_MODE_MASK; } AlphaMode2d::Blend => flags |= ColorMaterialFlags::ALPHA_MODE_BLEND, }; ColorMaterialUniform { color: LinearRgba::from(self.color).to_f32_array().into(), uv_transform: self.uv_transform.into(), flags: flags.bits(), alpha_cutoff, } } } impl Material2d for ColorMaterial { fn fragment_shader() -> ShaderRef { ShaderRef::Path( AssetPath::from_path_buf(embedded_path!("color_material.wgsl")).with_source("embedded"), ) } fn alpha_mode(&self) -> AlphaMode2d { self.alpha_mode } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/mesh2d/mesh.rs
crates/bevy_sprite_render/src/mesh2d/mesh.rs
use bevy_app::Plugin; use bevy_asset::{embedded_asset, load_embedded_asset, AssetId, AssetServer, Handle}; use bevy_camera::{visibility::ViewVisibility, Camera2d}; use bevy_render::RenderStartup; use bevy_shader::{load_shader_library, Shader, ShaderDefVal, ShaderSettings}; use crate::{tonemapping_pipeline_key, Material2dBindGroupId}; use bevy_core_pipeline::{ core_2d::{AlphaMask2d, Opaque2d, Transparent2d, CORE_2D_DEPTH_FORMAT}, tonemapping::{ get_lut_bind_group_layout_entries, get_lut_bindings, DebandDither, Tonemapping, TonemappingLuts, }, }; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::change_detection::Tick; use bevy_ecs::system::SystemChangeTick; use bevy_ecs::{ prelude::*, query::ROQueryItem, system::{lifetimeless::*, SystemParamItem}, }; use bevy_image::BevyDefault; use bevy_math::{Affine3, Vec4}; use bevy_mesh::{Mesh, Mesh2d, MeshTag, MeshVertexBufferLayoutRef}; use bevy_render::prelude::Msaa; use bevy_render::RenderSystems::PrepareAssets; use bevy_render::{ batching::{ gpu_preprocessing::IndirectParametersCpuMetadata, no_gpu_preprocessing::{ self, batch_and_prepare_binned_render_phase, batch_and_prepare_sorted_render_phase, write_batched_instance_buffer, BatchedInstanceBuffer, }, GetBatchData, GetFullBatchData, NoAutomaticBatching, }, globals::{GlobalsBuffer, GlobalsUniform}, mesh::{allocator::MeshAllocator, RenderMesh, RenderMeshBufferInfo}, render_asset::RenderAssets, render_phase::{ sweep_old_entities, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult, TrackedRenderPass, }, render_resource::{binding_types::uniform_buffer, *}, renderer::RenderDevice, sync_world::{MainEntity, MainEntityHashMap}, texture::{FallbackImage, GpuImage}, view::{ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms}, Extract, ExtractSchedule, Render, RenderApp, RenderSystems, }; use bevy_transform::components::GlobalTransform; use bevy_utils::default; use nonmax::NonMaxU32; use tracing::error; #[derive(Default)] pub struct Mesh2dRenderPlugin; impl Plugin for Mesh2dRenderPlugin { fn build(&self, app: &mut bevy_app::App) { load_shader_library!(app, "mesh2d_vertex_output.wgsl"); load_shader_library!(app, "mesh2d_view_types.wgsl"); load_shader_library!(app, "mesh2d_view_bindings.wgsl"); load_shader_library!(app, "mesh2d_types.wgsl"); load_shader_library!(app, "mesh2d_functions.wgsl"); embedded_asset!(app, "mesh2d.wgsl"); // These bindings should be loaded as a shader library, but it depends on runtime // information, so we will load it in a system. embedded_asset!(app, "mesh2d_bindings.wgsl"); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .init_resource::<ViewKeyCache>() .init_resource::<RenderMesh2dInstances>() .init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>() .init_resource::<ViewSpecializationTicks>() .add_systems( RenderStartup, ( init_mesh_2d_pipeline, init_batched_instance_buffer, load_mesh2d_bindings, ), ) .add_systems(ExtractSchedule, extract_mesh2d) .add_systems( Render, ( check_views_need_specialization.in_set(PrepareAssets), ( sweep_old_entities::<Opaque2d>, sweep_old_entities::<AlphaMask2d>, ) .in_set(RenderSystems::QueueSweep), batch_and_prepare_binned_render_phase::<Opaque2d, Mesh2dPipeline> .in_set(RenderSystems::PrepareResources), batch_and_prepare_binned_render_phase::<AlphaMask2d, Mesh2dPipeline> .in_set(RenderSystems::PrepareResources), batch_and_prepare_sorted_render_phase::<Transparent2d, Mesh2dPipeline> .in_set(RenderSystems::PrepareResources), write_batched_instance_buffer::<Mesh2dPipeline> .in_set(RenderSystems::PrepareResourcesFlush), prepare_mesh2d_bind_group.in_set(RenderSystems::PrepareBindGroups), prepare_mesh2d_view_bind_groups.in_set(RenderSystems::PrepareBindGroups), no_gpu_preprocessing::clear_batched_cpu_instance_buffers::<Mesh2dPipeline> .in_set(RenderSystems::Cleanup) .after(RenderSystems::Render), ), ); } } } #[derive(Resource, Deref, DerefMut, Default, Debug, Clone)] pub struct ViewKeyCache(MainEntityHashMap<Mesh2dPipelineKey>); #[derive(Resource, Deref, DerefMut, Default, Debug, Clone)] pub struct ViewSpecializationTicks(MainEntityHashMap<Tick>); pub fn check_views_need_specialization( mut view_key_cache: ResMut<ViewKeyCache>, mut view_specialization_ticks: ResMut<ViewSpecializationTicks>, views: Query<( &MainEntity, &ExtractedView, &Msaa, Option<&Tonemapping>, Option<&DebandDither>, )>, ticks: SystemChangeTick, ) { for (view_entity, view, msaa, tonemapping, dither) in &views { let mut view_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples()) | Mesh2dPipelineKey::from_hdr(view.hdr); if !view.hdr { if let Some(tonemapping) = tonemapping { view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER; view_key |= tonemapping_pipeline_key(*tonemapping); } if let Some(DebandDither::Enabled) = dither { view_key |= Mesh2dPipelineKey::DEBAND_DITHER; } } if !view_key_cache .get_mut(view_entity) .is_some_and(|current_key| *current_key == view_key) { view_key_cache.insert(*view_entity, view_key); view_specialization_ticks.insert(*view_entity, ticks.this_run()); } } } pub fn init_batched_instance_buffer(mut commands: Commands, render_device: Res<RenderDevice>) { commands.insert_resource(BatchedInstanceBuffer::<Mesh2dUniform>::new( &render_device.limits(), )); } fn load_mesh2d_bindings(render_device: Res<RenderDevice>, asset_server: Res<AssetServer>) { let mut mesh_bindings_shader_defs = Vec::with_capacity(1); if let Some(per_object_buffer_batch_size) = GpuArrayBuffer::<Mesh2dUniform>::batch_size(&render_device.limits()) { mesh_bindings_shader_defs.push(ShaderDefVal::UInt( "PER_OBJECT_BUFFER_BATCH_SIZE".into(), per_object_buffer_batch_size, )); } // Load the mesh_bindings shader module here as it depends on runtime information about // whether storage buffers are supported, or the maximum uniform buffer binding size. let handle: Handle<Shader> = load_embedded_asset!( asset_server.as_ref(), "mesh2d_bindings.wgsl", move |settings| { *settings = ShaderSettings { shader_defs: mesh_bindings_shader_defs.clone(), } } ); // Forget the handle so we don't have to store it anywhere, and we keep the embedded asset // loaded. Note: This is what happens in `load_shader_library` internally. core::mem::forget(handle); } #[derive(Component)] pub struct Mesh2dTransforms { pub world_from_local: Affine3, pub flags: u32, } #[derive(ShaderType, Clone, Copy)] pub struct Mesh2dUniform { // Affine 4x3 matrix transposed to 3x4 pub world_from_local: [Vec4; 3], // 3x3 matrix packed in mat2x4 and f32 as: // [0].xyz, [1].x, // [1].yz, [2].xy // [2].z pub local_from_world_transpose_a: [Vec4; 2], pub local_from_world_transpose_b: f32, pub flags: u32, pub tag: u32, } impl Mesh2dUniform { fn from_components(mesh_transforms: &Mesh2dTransforms, tag: u32) -> Self { let (local_from_world_transpose_a, local_from_world_transpose_b) = mesh_transforms.world_from_local.inverse_transpose_3x3(); Self { world_from_local: mesh_transforms.world_from_local.to_transpose(), local_from_world_transpose_a, local_from_world_transpose_b, flags: mesh_transforms.flags, tag, } } } // NOTE: These must match the bit flags in bevy_sprite_render/src/mesh2d/mesh2d.wgsl! bitflags::bitflags! { #[repr(transparent)] pub struct MeshFlags: u32 { const NONE = 0; const UNINITIALIZED = 0xFFFF; } } pub struct RenderMesh2dInstance { pub transforms: Mesh2dTransforms, pub mesh_asset_id: AssetId<Mesh>, pub material_bind_group_id: Material2dBindGroupId, pub automatic_batching: bool, pub tag: u32, } #[derive(Default, Resource, Deref, DerefMut)] pub struct RenderMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>); #[derive(Component, Default)] pub struct Mesh2dMarker; pub fn extract_mesh2d( mut render_mesh_instances: ResMut<RenderMesh2dInstances>, query: Extract< Query<( Entity, &ViewVisibility, &GlobalTransform, &Mesh2d, Option<&MeshTag>, Has<NoAutomaticBatching>, )>, >, ) { render_mesh_instances.clear(); for (entity, view_visibility, transform, handle, tag, no_automatic_batching) in &query { if !view_visibility.get() { continue; } render_mesh_instances.insert( entity.into(), RenderMesh2dInstance { transforms: Mesh2dTransforms { world_from_local: (&transform.affine()).into(), flags: MeshFlags::empty().bits(), }, mesh_asset_id: handle.0.id(), material_bind_group_id: Material2dBindGroupId::default(), automatic_batching: !no_automatic_batching, tag: tag.map_or(0, |i| **i), }, ); } } #[derive(Resource, Clone)] pub struct Mesh2dPipeline { pub view_layout: BindGroupLayoutDescriptor, pub mesh_layout: BindGroupLayoutDescriptor, pub shader: Handle<Shader>, pub per_object_buffer_batch_size: Option<u32>, } pub fn init_mesh_2d_pipeline( mut commands: Commands, render_device: Res<RenderDevice>, asset_server: Res<AssetServer>, ) { let tonemapping_lut_entries = get_lut_bind_group_layout_entries(); let view_layout = BindGroupLayoutDescriptor::new( "mesh2d_view_layout", &BindGroupLayoutEntries::sequential( ShaderStages::VERTEX_FRAGMENT, ( uniform_buffer::<ViewUniform>(true), uniform_buffer::<GlobalsUniform>(false), tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT), tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT), ), ), ); let mesh_layout = BindGroupLayoutDescriptor::new( "mesh2d_layout", &BindGroupLayoutEntries::single( ShaderStages::VERTEX_FRAGMENT, GpuArrayBuffer::<Mesh2dUniform>::binding_layout(&render_device.limits()), ), ); commands.insert_resource(Mesh2dPipeline { view_layout, mesh_layout, per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size( &render_device.limits(), ), shader: load_embedded_asset!(asset_server.as_ref(), "mesh2d.wgsl"), }); } impl GetBatchData for Mesh2dPipeline { type Param = ( SRes<RenderMesh2dInstances>, SRes<RenderAssets<RenderMesh>>, SRes<MeshAllocator>, ); type CompareData = (Material2dBindGroupId, AssetId<Mesh>); type BufferData = Mesh2dUniform; fn get_batch_data( (mesh_instances, _, _): &SystemParamItem<Self::Param>, (_entity, main_entity): (Entity, MainEntity), ) -> Option<(Self::BufferData, Option<Self::CompareData>)> { let mesh_instance = mesh_instances.get(&main_entity)?; Some(( Mesh2dUniform::from_components(&mesh_instance.transforms, mesh_instance.tag), mesh_instance.automatic_batching.then_some(( mesh_instance.material_bind_group_id, mesh_instance.mesh_asset_id, )), )) } } impl GetFullBatchData for Mesh2dPipeline { type BufferInputData = (); fn get_binned_batch_data( (mesh_instances, _, _): &SystemParamItem<Self::Param>, main_entity: MainEntity, ) -> Option<Self::BufferData> { let mesh_instance = mesh_instances.get(&main_entity)?; Some(Mesh2dUniform::from_components( &mesh_instance.transforms, mesh_instance.tag, )) } fn get_index_and_compare_data( _: &SystemParamItem<Self::Param>, _query_item: MainEntity, ) -> Option<(NonMaxU32, Option<Self::CompareData>)> { error!( "`get_index_and_compare_data` is only intended for GPU mesh uniform building, \ but this is not yet implemented for 2d meshes" ); None } fn get_binned_index( _: &SystemParamItem<Self::Param>, _query_item: MainEntity, ) -> Option<NonMaxU32> { error!( "`get_binned_index` is only intended for GPU mesh uniform building, \ but this is not yet implemented for 2d meshes" ); None } fn write_batch_indirect_parameters_metadata( indexed: bool, base_output_index: u32, batch_set_index: Option<NonMaxU32>, indirect_parameters_buffer: &mut bevy_render::batching::gpu_preprocessing::UntypedPhaseIndirectParametersBuffers, indirect_parameters_offset: u32, ) { // Note that `IndirectParameters` covers both of these structures, even // though they actually have distinct layouts. See the comment above that // type for more information. let indirect_parameters = IndirectParametersCpuMetadata { base_output_index, batch_set_index: match batch_set_index { None => !0, Some(batch_set_index) => u32::from(batch_set_index), }, }; if indexed { indirect_parameters_buffer .indexed .set(indirect_parameters_offset, indirect_parameters); } else { indirect_parameters_buffer .non_indexed .set(indirect_parameters_offset, indirect_parameters); } } } bitflags::bitflags! { #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[repr(transparent)] // NOTE: Apparently quadro drivers support up to 64x MSAA. // MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA. // FIXME: make normals optional? pub struct Mesh2dPipelineKey: u32 { const NONE = 0; const HDR = 1 << 0; const TONEMAP_IN_SHADER = 1 << 1; const DEBAND_DITHER = 1 << 2; const BLEND_ALPHA = 1 << 3; const MAY_DISCARD = 1 << 4; const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS; const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS; const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS; } } impl Mesh2dPipelineKey { const MSAA_MASK_BITS: u32 = 0b111; const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones(); const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111; const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3; const TONEMAP_METHOD_MASK_BITS: u32 = 0b111; const TONEMAP_METHOD_SHIFT_BITS: u32 = Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones(); pub fn from_msaa_samples(msaa_samples: u32) -> Self { let msaa_bits = (msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS; Self::from_bits_retain(msaa_bits) } pub fn from_hdr(hdr: bool) -> Self { if hdr { Mesh2dPipelineKey::HDR } else { Mesh2dPipelineKey::NONE } } pub fn msaa_samples(&self) -> u32 { 1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) } pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self { let primitive_topology_bits = ((primitive_topology as u32) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS) << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS; Self::from_bits_retain(primitive_topology_bits) } pub fn primitive_topology(&self) -> PrimitiveTopology { let primitive_topology_bits = (self.bits() >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS; match primitive_topology_bits { x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList, x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList, x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip, x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList, x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip, _ => PrimitiveTopology::default(), } } } impl SpecializedMeshPipeline for Mesh2dPipeline { type Key = Mesh2dPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> { let mut shader_defs = Vec::new(); let mut vertex_attributes = Vec::new(); if layout.0.contains(Mesh::ATTRIBUTE_POSITION) { shader_defs.push("VERTEX_POSITIONS".into()); vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0)); } if layout.0.contains(Mesh::ATTRIBUTE_NORMAL) { shader_defs.push("VERTEX_NORMALS".into()); vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1)); } if layout.0.contains(Mesh::ATTRIBUTE_UV_0) { shader_defs.push("VERTEX_UVS".into()); vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2)); } if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push("VERTEX_TANGENTS".into()); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } if layout.0.contains(Mesh::ATTRIBUTE_COLOR) { shader_defs.push("VERTEX_COLORS".into()); vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4)); } if key.contains(Mesh2dPipelineKey::TONEMAP_IN_SHADER) { shader_defs.push("TONEMAP_IN_SHADER".into()); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(), 2, )); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(), 3, )); let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS); match method { Mesh2dPipelineKey::TONEMAP_METHOD_NONE => { shader_defs.push("TONEMAP_METHOD_NONE".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD => { shader_defs.push("TONEMAP_METHOD_REINHARD".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE => { shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED => { shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_AGX => { shader_defs.push("TONEMAP_METHOD_AGX".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM => { shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC => { shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into()); } Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE => { shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into()); } _ => {} } // Debanding is tied to tonemapping in the shader, cannot run without it. if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) { shader_defs.push("DEBAND_DITHER".into()); } } if key.contains(Mesh2dPipelineKey::MAY_DISCARD) { shader_defs.push("MAY_DISCARD".into()); } let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?; let format = match key.contains(Mesh2dPipelineKey::HDR) { true => ViewTarget::TEXTURE_FORMAT_HDR, false => TextureFormat::bevy_default(), }; let (depth_write_enabled, label, blend); if key.contains(Mesh2dPipelineKey::BLEND_ALPHA) { label = "transparent_mesh2d_pipeline"; blend = Some(BlendState::ALPHA_BLENDING); depth_write_enabled = false; } else { label = "opaque_mesh2d_pipeline"; blend = None; depth_write_enabled = true; } Ok(RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![vertex_buffer_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format, blend, write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone(), self.mesh_layout.clone()], primitive: PrimitiveState { front_face: FrontFace::Ccw, cull_mode: None, unclipped_depth: false, polygon_mode: PolygonMode::Fill, conservative: false, topology: key.primitive_topology(), strip_index_format: None, }, depth_stencil: Some(DepthStencilState { format: CORE_2D_DEPTH_FORMAT, depth_write_enabled, depth_compare: CompareFunction::GreaterEqual, stencil: StencilState { front: StencilFaceState::IGNORE, back: StencilFaceState::IGNORE, read_mask: 0, write_mask: 0, }, bias: DepthBiasState { constant: 0, slope_scale: 0.0, clamp: 0.0, }, }), multisample: MultisampleState { count: key.msaa_samples(), mask: !0, alpha_to_coverage_enabled: false, }, label: Some(label.into()), ..default() }) } } #[derive(Resource)] pub struct Mesh2dBindGroup { pub value: BindGroup, } pub fn prepare_mesh2d_bind_group( mut commands: Commands, mesh2d_pipeline: Res<Mesh2dPipeline>, render_device: Res<RenderDevice>, pipeline_cache: Res<PipelineCache>, mesh2d_uniforms: Res<BatchedInstanceBuffer<Mesh2dUniform>>, ) { if let Some(binding) = mesh2d_uniforms.instance_data_binding() { commands.insert_resource(Mesh2dBindGroup { value: render_device.create_bind_group( "mesh2d_bind_group", &pipeline_cache.get_bind_group_layout(&mesh2d_pipeline.mesh_layout), &BindGroupEntries::single(binding), ), }); } } #[derive(Component)] pub struct Mesh2dViewBindGroup { pub value: BindGroup, } pub fn prepare_mesh2d_view_bind_groups( mut commands: Commands, render_device: Res<RenderDevice>, pipeline_cache: Res<PipelineCache>, mesh2d_pipeline: Res<Mesh2dPipeline>, view_uniforms: Res<ViewUniforms>, views: Query<(Entity, &Tonemapping), (With<ExtractedView>, With<Camera2d>)>, globals_buffer: Res<GlobalsBuffer>, tonemapping_luts: Res<TonemappingLuts>, images: Res<RenderAssets<GpuImage>>, fallback_image: Res<FallbackImage>, ) { let (Some(view_binding), Some(globals)) = ( view_uniforms.uniforms.binding(), globals_buffer.buffer.binding(), ) else { return; }; for (entity, tonemapping) in &views { let lut_bindings = get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image); let view_bind_group = render_device.create_bind_group( "mesh2d_view_bind_group", &pipeline_cache.get_bind_group_layout(&mesh2d_pipeline.view_layout), &BindGroupEntries::sequential(( view_binding.clone(), globals.clone(), lut_bindings.0, lut_bindings.1, )), ); commands.entity(entity).insert(Mesh2dViewBindGroup { value: view_bind_group, }); } } pub struct SetMesh2dViewBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dViewBindGroup<I> { type Param = (); type ViewQuery = (Read<ViewUniformOffset>, Read<Mesh2dViewBindGroup>); type ItemQuery = (); #[inline] fn render<'w>( _item: &P, (view_uniform, mesh2d_view_bind_group): ROQueryItem<'w, '_, Self::ViewQuery>, _view: Option<()>, _param: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { pass.set_bind_group(I, &mesh2d_view_bind_group.value, &[view_uniform.offset]); RenderCommandResult::Success } } pub struct SetMesh2dBindGroup<const I: usize>; impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dBindGroup<I> { type Param = SRes<Mesh2dBindGroup>; type ViewQuery = (); type ItemQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _item_query: Option<()>, mesh2d_bind_group: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let mut dynamic_offsets: [u32; 1] = Default::default(); let mut offset_count = 0; if let PhaseItemExtraIndex::DynamicOffset(dynamic_offset) = item.extra_index() { dynamic_offsets[offset_count] = dynamic_offset; offset_count += 1; } pass.set_bind_group( I, &mesh2d_bind_group.into_inner().value, &dynamic_offsets[..offset_count], ); RenderCommandResult::Success } } pub struct DrawMesh2d; impl<P: PhaseItem> RenderCommand<P> for DrawMesh2d { type Param = ( SRes<RenderAssets<RenderMesh>>, SRes<RenderMesh2dInstances>, SRes<MeshAllocator>, ); type ViewQuery = (); type ItemQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _item_query: Option<()>, (meshes, render_mesh2d_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let meshes = meshes.into_inner(); let render_mesh2d_instances = render_mesh2d_instances.into_inner(); let mesh_allocator = mesh_allocator.into_inner(); let Some(RenderMesh2dInstance { mesh_asset_id, .. }) = render_mesh2d_instances.get(&item.main_entity()) else { return RenderCommandResult::Skip; }; let Some(gpu_mesh) = meshes.get(*mesh_asset_id) else { return RenderCommandResult::Skip; }; let Some(vertex_buffer_slice) = mesh_allocator.mesh_vertex_slice(mesh_asset_id) else { return RenderCommandResult::Skip; }; pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..)); let batch_range = item.batch_range(); match &gpu_mesh.buffer_info { RenderMeshBufferInfo::Indexed { index_format, count, } => { let Some(index_buffer_slice) = mesh_allocator.mesh_index_slice(mesh_asset_id) else { return RenderCommandResult::Skip; }; pass.set_index_buffer(index_buffer_slice.buffer.slice(..), *index_format); pass.draw_indexed( index_buffer_slice.range.start..(index_buffer_slice.range.start + count), vertex_buffer_slice.range.start as i32, batch_range.clone(), ); } RenderMeshBufferInfo::NonIndexed => { pass.draw(vertex_buffer_slice.range, batch_range.clone()); } } RenderCommandResult::Success } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/mesh2d/material.rs
crates/bevy_sprite_render/src/mesh2d/material.rs
use crate::{ init_mesh_2d_pipeline, DrawMesh2d, Mesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances, SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks, }; use bevy_app::{App, Plugin, PostUpdate}; use bevy_asset::prelude::AssetChanged; use bevy_asset::{AsAssetId, Asset, AssetApp, AssetEventSystems, AssetId, AssetServer, Handle}; use bevy_camera::visibility::ViewVisibility; use bevy_core_pipeline::{ core_2d::{ AlphaMask2d, AlphaMask2dBinKey, BatchSetKey2d, Opaque2d, Opaque2dBinKey, Transparent2d, }, tonemapping::Tonemapping, }; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::change_detection::Tick; use bevy_ecs::system::SystemChangeTick; use bevy_ecs::{ prelude::*, system::{lifetimeless::SRes, SystemParamItem}, }; use bevy_math::FloatOrd; use bevy_mesh::MeshVertexBufferLayoutRef; use bevy_platform::collections::HashMap; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_render::render_resource::BindGroupLayoutDescriptor; use bevy_render::{ camera::extract_cameras, mesh::RenderMesh, render_asset::{ prepare_assets, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets, }, render_phase::{ AddRenderCommand, BinnedRenderPhaseType, DrawFunctionId, DrawFunctions, InputUniformIndex, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewBinnedRenderPhases, ViewSortedRenderPhases, }, render_resource::{ AsBindGroup, AsBindGroupError, BindGroup, BindGroupId, BindingResources, CachedRenderPipelineId, PipelineCache, RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines, }, renderer::RenderDevice, sync_world::{MainEntity, MainEntityHashMap}, view::{ExtractedView, RenderVisibleEntities}, Extract, ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::{Shader, ShaderDefVal, ShaderRef}; use bevy_utils::Parallel; use core::{hash::Hash, marker::PhantomData}; use derive_more::derive::From; use tracing::error; pub const MATERIAL_2D_BIND_GROUP_INDEX: usize = 2; /// Materials are used alongside [`Material2dPlugin`], [`Mesh2d`], and [`MeshMaterial2d`] /// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level /// way to render [`Mesh2d`] entities with custom shader logic. /// /// Materials must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders. /// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details. /// /// # Example /// /// Here is a simple [`Material2d`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available, /// check out the [`AsBindGroup`] documentation. /// /// ``` /// # use bevy_sprite_render::{Material2d, MeshMaterial2d}; /// # use bevy_ecs::prelude::*; /// # use bevy_image::Image; /// # use bevy_reflect::TypePath; /// # use bevy_mesh::{Mesh, Mesh2d}; /// # use bevy_render::render_resource::AsBindGroup; /// # use bevy_shader::ShaderRef; /// # use bevy_color::LinearRgba; /// # use bevy_color::palettes::basic::RED; /// # use bevy_asset::{Handle, AssetServer, Assets, Asset}; /// # use bevy_math::primitives::Circle; /// # /// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)] /// pub struct CustomMaterial { /// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to /// // its shader-compatible equivalent. Most core math types already implement `ShaderType`. /// #[uniform(0)] /// color: LinearRgba, /// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just /// // add the sampler attribute with a different binding index. /// #[texture(1)] /// #[sampler(2)] /// color_texture: Handle<Image>, /// } /// /// // All functions on `Material2d` have default impls. You only need to implement the /// // functions that are relevant for your material. /// impl Material2d for CustomMaterial { /// fn fragment_shader() -> ShaderRef { /// "shaders/custom_material.wgsl".into() /// } /// } /// /// // Spawn an entity with a mesh using `CustomMaterial`. /// fn setup( /// mut commands: Commands, /// mut meshes: ResMut<Assets<Mesh>>, /// mut materials: ResMut<Assets<CustomMaterial>>, /// asset_server: Res<AssetServer>, /// ) { /// commands.spawn(( /// Mesh2d(meshes.add(Circle::new(50.0))), /// MeshMaterial2d(materials.add(CustomMaterial { /// color: RED.into(), /// color_texture: asset_server.load("some_image.png"), /// })), /// )); /// } /// ``` /// /// In WGSL shaders, the material's binding would look like this: /// /// ```wgsl /// struct CustomMaterial { /// color: vec4<f32>, /// } /// /// @group(2) @binding(0) var<uniform> material: CustomMaterial; /// @group(2) @binding(1) var color_texture: texture_2d<f32>; /// @group(2) @binding(2) var color_sampler: sampler; /// ``` pub trait Material2d: AsBindGroup + Asset + Clone + Sized { /// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader /// will be used. fn vertex_shader() -> ShaderRef { ShaderRef::Default } /// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader /// will be used. fn fragment_shader() -> ShaderRef { ShaderRef::Default } /// Add a bias to the view depth of the mesh which can be used to force a specific render order. #[inline] fn depth_bias(&self) -> f32 { 0.0 } fn alpha_mode(&self) -> AlphaMode2d { AlphaMode2d::Opaque } /// Customizes the default [`RenderPipelineDescriptor`]. #[expect( unused_variables, reason = "The parameters here are intentionally unused by the default implementation; however, putting underscores here will result in the underscores being copied by rust-analyzer's tab completion." )] #[inline] fn specialize( descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, key: Material2dKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { Ok(()) } } /// A [material](Material2d) used for rendering a [`Mesh2d`]. /// /// See [`Material2d`] for general information about 2D materials and how to implement your own materials. /// /// # Example /// /// ``` /// # use bevy_sprite_render::{ColorMaterial, MeshMaterial2d}; /// # use bevy_ecs::prelude::*; /// # use bevy_mesh::{Mesh, Mesh2d}; /// # use bevy_color::palettes::basic::RED; /// # use bevy_asset::Assets; /// # use bevy_math::primitives::Circle; /// # /// // Spawn an entity with a mesh using `ColorMaterial`. /// fn setup( /// mut commands: Commands, /// mut meshes: ResMut<Assets<Mesh>>, /// mut materials: ResMut<Assets<ColorMaterial>>, /// ) { /// commands.spawn(( /// Mesh2d(meshes.add(Circle::new(50.0))), /// MeshMaterial2d(materials.add(ColorMaterial::from_color(RED))), /// )); /// } /// ``` /// /// [`MeshMaterial2d`]: crate::MeshMaterial2d #[derive(Component, Clone, Debug, Deref, DerefMut, Reflect, From)] #[reflect(Component, Default, Clone)] pub struct MeshMaterial2d<M: Material2d>(pub Handle<M>); impl<M: Material2d> Default for MeshMaterial2d<M> { fn default() -> Self { Self(Handle::default()) } } impl<M: Material2d> PartialEq for MeshMaterial2d<M> { fn eq(&self, other: &Self) -> bool { self.0 == other.0 } } impl<M: Material2d> Eq for MeshMaterial2d<M> {} impl<M: Material2d> From<MeshMaterial2d<M>> for AssetId<M> { fn from(material: MeshMaterial2d<M>) -> Self { material.id() } } impl<M: Material2d> From<&MeshMaterial2d<M>> for AssetId<M> { fn from(material: &MeshMaterial2d<M>) -> Self { material.id() } } impl<M: Material2d> AsAssetId for MeshMaterial2d<M> { type Asset = M; fn as_asset_id(&self) -> AssetId<Self::Asset> { self.id() } } /// Sets how a 2d material's base color alpha channel is used for transparency. /// Currently, this only works with [`Mesh2d`]. Sprites are always transparent. /// /// This is very similar to [`AlphaMode`](bevy_render::alpha::AlphaMode) but this only applies to 2d meshes. /// We use a separate type because 2d doesn't support all the transparency modes that 3d does. #[derive(Debug, Default, Reflect, Copy, Clone, PartialEq)] #[reflect(Default, Debug, Clone)] pub enum AlphaMode2d { /// Base color alpha values are overridden to be fully opaque (1.0). #[default] Opaque, /// Reduce transparency to fully opaque or fully transparent /// based on a threshold. /// /// Compares the base color alpha value to the specified threshold. /// If the value is below the threshold, /// considers the color to be fully transparent (alpha is set to 0.0). /// If it is equal to or above the threshold, /// considers the color to be fully opaque (alpha is set to 1.0). Mask(f32), /// The base color alpha value defines the opacity of the color. /// Standard alpha-blending is used to blend the fragment's color /// with the color behind it. Blend, } /// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material2d`] /// asset type (which includes [`Material2d`] types). pub struct Material2dPlugin<M: Material2d>(PhantomData<M>); impl<M: Material2d> Default for Material2dPlugin<M> { fn default() -> Self { Self(Default::default()) } } impl<M: Material2d> Plugin for Material2dPlugin<M> where M::Data: PartialEq + Eq + Hash + Clone, { fn build(&self, app: &mut App) { app.init_asset::<M>() .init_resource::<EntitiesNeedingSpecialization<M>>() .register_type::<MeshMaterial2d<M>>() .add_plugins(RenderAssetPlugin::<PreparedMaterial2d<M>>::default()) .add_systems( PostUpdate, check_entities_needing_specialization::<M>.after(AssetEventSystems), ); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .init_resource::<EntitySpecializationTickPair<M>>() .init_resource::<SpecializedMaterial2dPipelineCache<M>>() .add_render_command::<Opaque2d, DrawMaterial2d<M>>() .add_render_command::<AlphaMask2d, DrawMaterial2d<M>>() .add_render_command::<Transparent2d, DrawMaterial2d<M>>() .init_resource::<RenderMaterial2dInstances<M>>() .init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>() .add_systems( RenderStartup, init_material_2d_pipeline::<M>.after(init_mesh_2d_pipeline), ) .add_systems( ExtractSchedule, ( extract_entities_needs_specialization::<M>.after(extract_cameras), extract_mesh_materials_2d::<M>, ), ) .add_systems( Render, ( specialize_material2d_meshes::<M> .in_set(RenderSystems::PrepareMeshes) .after(prepare_assets::<PreparedMaterial2d<M>>) .after(prepare_assets::<RenderMesh>), queue_material2d_meshes::<M> .in_set(RenderSystems::QueueMeshes) .after(prepare_assets::<PreparedMaterial2d<M>>), ), ); } } } #[derive(Resource, Deref, DerefMut)] pub struct RenderMaterial2dInstances<M: Material2d>(MainEntityHashMap<AssetId<M>>); impl<M: Material2d> Default for RenderMaterial2dInstances<M> { fn default() -> Self { Self(Default::default()) } } pub fn extract_mesh_materials_2d<M: Material2d>( mut material_instances: ResMut<RenderMaterial2dInstances<M>>, changed_meshes_query: Extract< Query< (Entity, &ViewVisibility, &MeshMaterial2d<M>), Or<(Changed<ViewVisibility>, Changed<MeshMaterial2d<M>>)>, >, >, mut removed_materials_query: Extract<RemovedComponents<MeshMaterial2d<M>>>, ) { for (entity, view_visibility, material) in &changed_meshes_query { if view_visibility.get() { add_mesh_instance(entity, material, &mut material_instances); } else { remove_mesh_instance(entity, &mut material_instances); } } for entity in removed_materials_query.read() { // Only queue a mesh for removal if we didn't pick it up above. // It's possible that a necessary component was removed and re-added in // the same frame. if !changed_meshes_query.contains(entity) { remove_mesh_instance(entity, &mut material_instances); } } // Adds or updates a mesh instance in the [`RenderMaterial2dInstances`] // array. fn add_mesh_instance<M>( entity: Entity, material: &MeshMaterial2d<M>, material_instances: &mut RenderMaterial2dInstances<M>, ) where M: Material2d, { material_instances.insert(entity.into(), material.id()); } // Removes a mesh instance from the [`RenderMaterial2dInstances`] array. fn remove_mesh_instance<M>( entity: Entity, material_instances: &mut RenderMaterial2dInstances<M>, ) where M: Material2d, { material_instances.remove(&MainEntity::from(entity)); } } /// Render pipeline data for a given [`Material2d`] #[derive(Resource)] pub struct Material2dPipeline<M: Material2d> { pub mesh2d_pipeline: Mesh2dPipeline, pub material2d_layout: BindGroupLayoutDescriptor, pub vertex_shader: Option<Handle<Shader>>, pub fragment_shader: Option<Handle<Shader>>, marker: PhantomData<M>, } pub struct Material2dKey<M: Material2d> { pub mesh_key: Mesh2dPipelineKey, pub bind_group_data: M::Data, } impl<M: Material2d> Eq for Material2dKey<M> where M::Data: PartialEq {} impl<M: Material2d> PartialEq for Material2dKey<M> where M::Data: PartialEq, { fn eq(&self, other: &Self) -> bool { self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data } } impl<M: Material2d> Clone for Material2dKey<M> where M::Data: Clone, { fn clone(&self) -> Self { Self { mesh_key: self.mesh_key, bind_group_data: self.bind_group_data.clone(), } } } impl<M: Material2d> Hash for Material2dKey<M> where M::Data: Hash, { fn hash<H: core::hash::Hasher>(&self, state: &mut H) { self.mesh_key.hash(state); self.bind_group_data.hash(state); } } impl<M: Material2d> Clone for Material2dPipeline<M> { fn clone(&self) -> Self { Self { mesh2d_pipeline: self.mesh2d_pipeline.clone(), material2d_layout: self.material2d_layout.clone(), vertex_shader: self.vertex_shader.clone(), fragment_shader: self.fragment_shader.clone(), marker: PhantomData, } } } impl<M: Material2d> SpecializedMeshPipeline for Material2dPipeline<M> where M::Data: PartialEq + Eq + Hash + Clone, { type Key = Material2dKey<M>; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> { let mut descriptor = self.mesh2d_pipeline.specialize(key.mesh_key, layout)?; descriptor.vertex.shader_defs.push(ShaderDefVal::UInt( "MATERIAL_BIND_GROUP".into(), MATERIAL_2D_BIND_GROUP_INDEX as u32, )); if let Some(ref mut fragment) = descriptor.fragment { fragment.shader_defs.push(ShaderDefVal::UInt( "MATERIAL_BIND_GROUP".into(), MATERIAL_2D_BIND_GROUP_INDEX as u32, )); } if let Some(vertex_shader) = &self.vertex_shader { descriptor.vertex.shader = vertex_shader.clone(); } if let Some(fragment_shader) = &self.fragment_shader { descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone(); } descriptor.layout = vec![ self.mesh2d_pipeline.view_layout.clone(), self.mesh2d_pipeline.mesh_layout.clone(), self.material2d_layout.clone(), ]; M::specialize(&mut descriptor, layout, key)?; Ok(descriptor) } } pub fn init_material_2d_pipeline<M: Material2d>( mut commands: Commands, asset_server: Res<AssetServer>, render_device: Res<RenderDevice>, mesh_2d_pipeline: Res<Mesh2dPipeline>, ) { let material2d_layout = M::bind_group_layout_descriptor(&render_device); commands.insert_resource(Material2dPipeline::<M> { mesh2d_pipeline: mesh_2d_pipeline.clone(), material2d_layout, vertex_shader: match M::vertex_shader() { ShaderRef::Default => None, ShaderRef::Handle(handle) => Some(handle), ShaderRef::Path(path) => Some(asset_server.load(path)), }, fragment_shader: match M::fragment_shader() { ShaderRef::Default => None, ShaderRef::Handle(handle) => Some(handle), ShaderRef::Path(path) => Some(asset_server.load(path)), }, marker: PhantomData, }); } pub(super) type DrawMaterial2d<M> = ( SetItemPipeline, SetMesh2dViewBindGroup<0>, SetMesh2dBindGroup<1>, SetMaterial2dBindGroup<M, MATERIAL_2D_BIND_GROUP_INDEX>, DrawMesh2d, ); pub struct SetMaterial2dBindGroup<M: Material2d, const I: usize>(PhantomData<M>); impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P> for SetMaterial2dBindGroup<M, I> { type Param = ( SRes<RenderAssets<PreparedMaterial2d<M>>>, SRes<RenderMaterial2dInstances<M>>, ); type ViewQuery = (); type ItemQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _item_query: Option<()>, (materials, material_instances): SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let materials = materials.into_inner(); let material_instances = material_instances.into_inner(); let Some(material_instance) = material_instances.get(&item.main_entity()) else { return RenderCommandResult::Skip; }; let Some(material2d) = materials.get(*material_instance) else { return RenderCommandResult::Skip; }; pass.set_bind_group(I, &material2d.bind_group, &[]); RenderCommandResult::Success } } pub const fn alpha_mode_pipeline_key(alpha_mode: AlphaMode2d) -> Mesh2dPipelineKey { match alpha_mode { AlphaMode2d::Blend => Mesh2dPipelineKey::BLEND_ALPHA, AlphaMode2d::Mask(_) => Mesh2dPipelineKey::MAY_DISCARD, _ => Mesh2dPipelineKey::NONE, } } pub const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> Mesh2dPipelineKey { match tonemapping { Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE, Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD, Tonemapping::ReinhardLuminance => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE, Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED, Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX, Tonemapping::SomewhatBoringDisplayTransform => { Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM } Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE, Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC, } } pub fn extract_entities_needs_specialization<M>( entities_needing_specialization: Extract<Res<EntitiesNeedingSpecialization<M>>>, mut entity_specialization_ticks: ResMut<EntitySpecializationTickPair<M>>, mut removed_mesh_material_components: Extract<RemovedComponents<MeshMaterial2d<M>>>, mut specialized_material2d_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>, views: Query<&MainEntity, With<ExtractedView>>, ticks: SystemChangeTick, ) where M: Material2d, { // Clean up any despawned entities, we do this first in case the removed material was re-added // the same frame, thus will appear both in the removed components list and have been added to // the `EntitiesNeedingSpecialization` collection by triggering the `Changed` filter for entity in removed_mesh_material_components.read() { entity_specialization_ticks.remove(&MainEntity::from(entity)); for view in views { if let Some(cache) = specialized_material2d_pipeline_cache.get_mut(view) { cache.remove(&MainEntity::from(entity)); } } } for entity in entities_needing_specialization.iter() { // Update the entity's specialization tick with this run's tick entity_specialization_ticks.insert((*entity).into(), ticks.this_run()); } } #[derive(Clone, Resource, Deref, DerefMut, Debug)] pub struct EntitiesNeedingSpecialization<M> { #[deref] pub entities: Vec<Entity>, _marker: PhantomData<M>, } impl<M> Default for EntitiesNeedingSpecialization<M> { fn default() -> Self { Self { entities: Default::default(), _marker: Default::default(), } } } #[derive(Clone, Resource, Deref, DerefMut, Debug)] pub struct EntitySpecializationTickPair<M> { #[deref] pub entities: MainEntityHashMap<Tick>, _marker: PhantomData<M>, } impl<M> Default for EntitySpecializationTickPair<M> { fn default() -> Self { Self { entities: MainEntityHashMap::default(), _marker: Default::default(), } } } /// Stores the [`SpecializedMaterial2dViewPipelineCache`] for each view. #[derive(Resource, Deref, DerefMut)] pub struct SpecializedMaterial2dPipelineCache<M> { // view_entity -> view pipeline cache #[deref] map: MainEntityHashMap<SpecializedMaterial2dViewPipelineCache<M>>, marker: PhantomData<M>, } /// Stores the cached render pipeline ID for each entity in a single view, as /// well as the last time it was changed. #[derive(Deref, DerefMut)] pub struct SpecializedMaterial2dViewPipelineCache<M> { // material entity -> (tick, pipeline_id) #[deref] map: MainEntityHashMap<(Tick, CachedRenderPipelineId)>, marker: PhantomData<M>, } impl<M> Default for SpecializedMaterial2dPipelineCache<M> { fn default() -> Self { Self { map: HashMap::default(), marker: PhantomData, } } } impl<M> Default for SpecializedMaterial2dViewPipelineCache<M> { fn default() -> Self { Self { map: HashMap::default(), marker: PhantomData, } } } pub fn check_entities_needing_specialization<M>( needs_specialization: Query< Entity, ( Or<( Changed<Mesh2d>, AssetChanged<Mesh2d>, Changed<MeshMaterial2d<M>>, AssetChanged<MeshMaterial2d<M>>, )>, With<MeshMaterial2d<M>>, ), >, mut par_local: Local<Parallel<Vec<Entity>>>, mut entities_needing_specialization: ResMut<EntitiesNeedingSpecialization<M>>, ) where M: Material2d, { entities_needing_specialization.clear(); needs_specialization .par_iter() .for_each(|entity| par_local.borrow_local_mut().push(entity)); par_local.drain_into(&mut entities_needing_specialization); } pub fn specialize_material2d_meshes<M: Material2d>( material2d_pipeline: Res<Material2dPipeline<M>>, mut pipelines: ResMut<SpecializedMeshPipelines<Material2dPipeline<M>>>, pipeline_cache: Res<PipelineCache>, (render_meshes, render_materials): ( Res<RenderAssets<RenderMesh>>, Res<RenderAssets<PreparedMaterial2d<M>>>, ), mut render_mesh_instances: ResMut<RenderMesh2dInstances>, render_material_instances: Res<RenderMaterial2dInstances<M>>, transparent_render_phases: Res<ViewSortedRenderPhases<Transparent2d>>, opaque_render_phases: Res<ViewBinnedRenderPhases<Opaque2d>>, alpha_mask_render_phases: Res<ViewBinnedRenderPhases<AlphaMask2d>>, views: Query<(&MainEntity, &ExtractedView, &RenderVisibleEntities)>, view_key_cache: Res<ViewKeyCache>, entity_specialization_ticks: Res<EntitySpecializationTickPair<M>>, view_specialization_ticks: Res<ViewSpecializationTicks>, ticks: SystemChangeTick, mut specialized_material_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>, ) where M::Data: PartialEq + Eq + Hash + Clone, { if render_material_instances.is_empty() { return; } for (view_entity, view, visible_entities) in &views { if !transparent_render_phases.contains_key(&view.retained_view_entity) && !opaque_render_phases.contains_key(&view.retained_view_entity) && !alpha_mask_render_phases.contains_key(&view.retained_view_entity) { continue; } let Some(view_key) = view_key_cache.get(view_entity) else { continue; }; let view_tick = view_specialization_ticks.get(view_entity).unwrap(); let view_specialized_material_pipeline_cache = specialized_material_pipeline_cache .entry(*view_entity) .or_default(); for (_, visible_entity) in visible_entities.iter::<Mesh2d>() { let Some(material_asset_id) = render_material_instances.get(visible_entity) else { continue; }; let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; let Some(entity_tick) = entity_specialization_ticks.get(visible_entity) else { error!("{visible_entity:?} is missing specialization tick. Spawning Meshes in PostUpdate or later is currently not fully supported."); continue; }; let last_specialized_tick = view_specialized_material_pipeline_cache .get(visible_entity) .map(|(tick, _)| *tick); let needs_specialization = last_specialized_tick.is_none_or(|tick| { view_tick.is_newer_than(tick, ticks.this_run()) || entity_tick.is_newer_than(tick, ticks.this_run()) }); if !needs_specialization { continue; } let Some(material_2d) = render_materials.get(*material_asset_id) else { continue; }; let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; let mesh_key = *view_key | Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology()) | material_2d.properties.mesh_pipeline_key_bits; let pipeline_id = pipelines.specialize( &pipeline_cache, &material2d_pipeline, Material2dKey { mesh_key, bind_group_data: material_2d.key.clone(), }, &mesh.layout, ); let pipeline_id = match pipeline_id { Ok(id) => id, Err(err) => { error!("{}", err); continue; } }; view_specialized_material_pipeline_cache .insert(*visible_entity, (ticks.this_run(), pipeline_id)); } } } pub fn queue_material2d_meshes<M: Material2d>( (render_meshes, render_materials): ( Res<RenderAssets<RenderMesh>>, Res<RenderAssets<PreparedMaterial2d<M>>>, ), mut render_mesh_instances: ResMut<RenderMesh2dInstances>, render_material_instances: Res<RenderMaterial2dInstances<M>>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>, mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque2d>>, mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask2d>>, views: Query<(&MainEntity, &ExtractedView, &RenderVisibleEntities)>, specialized_material_pipeline_cache: ResMut<SpecializedMaterial2dPipelineCache<M>>, ) where M::Data: PartialEq + Eq + Hash + Clone, { if render_material_instances.is_empty() { return; } for (view_entity, view, visible_entities) in &views { let Some(view_specialized_material_pipeline_cache) = specialized_material_pipeline_cache.get(view_entity) else { continue; }; let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let Some(alpha_mask_phase) = alpha_mask_render_phases.get_mut(&view.retained_view_entity) else { continue; }; for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() { let Some((current_change_tick, pipeline_id)) = view_specialized_material_pipeline_cache .get(visible_entity) .map(|(current_change_tick, pipeline_id)| (*current_change_tick, *pipeline_id)) else { continue; }; // Skip the entity if it's cached in a bin and up to date. if opaque_phase.validate_cached_entity(*visible_entity, current_change_tick) || alpha_mask_phase.validate_cached_entity(*visible_entity, current_change_tick) { continue; } let Some(material_asset_id) = render_material_instances.get(visible_entity) else { continue; }; let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; let Some(material_2d) = render_materials.get(*material_asset_id) else { continue; }; let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; mesh_instance.material_bind_group_id = material_2d.get_bind_group_id(); let mesh_z = mesh_instance.transforms.world_from_local.translation.z; // We don't support multidraw yet for 2D meshes, so we use this // custom logic to generate the `BinnedRenderPhaseType` instead of // `BinnedRenderPhaseType::mesh`, which can return // `BinnedRenderPhaseType::MultidrawableMesh` if the hardware // supports multidraw. let binned_render_phase_type = if mesh_instance.automatic_batching { BinnedRenderPhaseType::BatchableMesh } else { BinnedRenderPhaseType::UnbatchableMesh }; match material_2d.properties.alpha_mode { AlphaMode2d::Opaque => { let bin_key = Opaque2dBinKey { pipeline: pipeline_id, draw_function: material_2d.properties.draw_function_id, asset_id: mesh_instance.mesh_asset_id.into(), material_bind_group_id: material_2d.get_bind_group_id().0, }; opaque_phase.add( BatchSetKey2d { indexed: mesh.indexed(), }, bin_key, (*render_entity, *visible_entity), InputUniformIndex::default(), binned_render_phase_type, current_change_tick, ); } AlphaMode2d::Mask(_) => { let bin_key = AlphaMask2dBinKey { pipeline: pipeline_id, draw_function: material_2d.properties.draw_function_id,
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/mesh2d/mod.rs
crates/bevy_sprite_render/src/mesh2d/mod.rs
mod color_material; mod material; mod mesh; mod wireframe2d; pub use color_material::*; pub use material::*; pub use mesh::*; pub use wireframe2d::*;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/mesh2d/wireframe2d.rs
crates/bevy_sprite_render/src/mesh2d/wireframe2d.rs
use crate::{ init_mesh_2d_pipeline, DrawMesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances, SetMesh2dBindGroup, SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks, }; use bevy_app::{App, Plugin, PostUpdate, Startup, Update}; use bevy_asset::{ embedded_asset, load_embedded_asset, prelude::AssetChanged, AsAssetId, Asset, AssetApp, AssetEventSystems, AssetId, AssetServer, Assets, Handle, UntypedAssetId, }; use bevy_camera::{visibility::ViewVisibility, Camera, Camera2d}; use bevy_color::{Color, ColorToComponents}; use bevy_core_pipeline::core_2d::graph::{Core2d, Node2d}; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ change_detection::Tick, prelude::*, query::QueryItem, system::{lifetimeless::SRes, SystemChangeTick, SystemParamItem}, }; use bevy_mesh::{Mesh2d, MeshVertexBufferLayoutRef}; use bevy_platform::{ collections::{HashMap, HashSet}, hash::FixedHasher, }; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ batching::gpu_preprocessing::GpuPreprocessingMode, camera::ExtractedCamera, diagnostic::RecordDiagnostics, extract_resource::ExtractResource, mesh::{ allocator::{MeshAllocator, SlabId}, RenderMesh, }, prelude::*, render_asset::{ prepare_assets, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets, }, render_graph::{NodeRunError, RenderGraphContext, RenderGraphExt, ViewNode, ViewNodeRunner}, render_phase::{ AddRenderCommand, BinnedPhaseItem, BinnedRenderPhasePlugin, BinnedRenderPhaseType, CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, InputUniformIndex, PhaseItem, PhaseItemBatchSetKey, PhaseItemExtraIndex, RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewBinnedRenderPhases, }, render_resource::*, renderer::RenderContext, sync_world::{MainEntity, MainEntityHashMap}, view::{ ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewDepthTexture, ViewTarget, }, Extract, Render, RenderApp, RenderDebugFlags, RenderStartup, RenderSystems, }; use bevy_shader::Shader; use core::{hash::Hash, ops::Range}; use tracing::error; /// A [`Plugin`] that draws wireframes for 2D meshes. /// /// Wireframes currently do not work when using webgl or webgpu. /// Supported rendering backends: /// - DX12 /// - Vulkan /// - Metal /// /// This is a native only feature. #[derive(Debug, Default)] pub struct Wireframe2dPlugin { /// Debugging flags that can optionally be set when constructing the renderer. pub debug_flags: RenderDebugFlags, } impl Wireframe2dPlugin { /// Creates a new [`Wireframe2dPlugin`] with the given debug flags. pub fn new(debug_flags: RenderDebugFlags) -> Self { Self { debug_flags } } } impl Plugin for Wireframe2dPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "wireframe2d.wgsl"); app.add_plugins(( BinnedRenderPhasePlugin::<Wireframe2dPhaseItem, Mesh2dPipeline>::new(self.debug_flags), RenderAssetPlugin::<RenderWireframeMaterial>::default(), )) .init_asset::<Wireframe2dMaterial>() .init_resource::<SpecializedMeshPipelines<Wireframe2dPipeline>>() .init_resource::<Wireframe2dConfig>() .init_resource::<WireframeEntitiesNeedingSpecialization>() .add_systems(Startup, setup_global_wireframe_material) .add_systems( Update, ( global_color_changed.run_if(resource_changed::<Wireframe2dConfig>), wireframe_color_changed, // Run `apply_global_wireframe_material` after `apply_wireframe_material` so that the global // wireframe setting is applied to a mesh on the same frame its wireframe marker component is removed. (apply_wireframe_material, apply_global_wireframe_material).chain(), ), ) .add_systems( PostUpdate, check_wireframe_entities_needing_specialization .after(AssetEventSystems) .run_if(resource_exists::<Wireframe2dConfig>), ); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<WireframeEntitySpecializationTicks>() .init_resource::<SpecializedWireframePipelineCache>() .init_resource::<DrawFunctions<Wireframe2dPhaseItem>>() .add_render_command::<Wireframe2dPhaseItem, DrawWireframe2d>() .init_resource::<RenderWireframeInstances>() .init_resource::<SpecializedMeshPipelines<Wireframe2dPipeline>>() .add_render_graph_node::<ViewNodeRunner<Wireframe2dNode>>(Core2d, Node2d::Wireframe) .add_render_graph_edges( Core2d, ( Node2d::EndMainPass, Node2d::Wireframe, Node2d::PostProcessing, ), ) .add_systems( RenderStartup, init_wireframe_2d_pipeline.after(init_mesh_2d_pipeline), ) .add_systems( ExtractSchedule, ( extract_wireframe_2d_camera, extract_wireframe_entities_needing_specialization, extract_wireframe_materials, ), ) .add_systems( Render, ( specialize_wireframes .in_set(RenderSystems::PrepareMeshes) .after(prepare_assets::<RenderWireframeMaterial>) .after(prepare_assets::<RenderMesh>), queue_wireframes .in_set(RenderSystems::QueueMeshes) .after(prepare_assets::<RenderWireframeMaterial>), ), ); } } /// Enables wireframe rendering for any entity it is attached to. /// It will ignore the [`Wireframe2dConfig`] global setting. /// /// This requires the [`Wireframe2dPlugin`] to be enabled. #[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)] #[reflect(Component, Default, Debug, PartialEq)] pub struct Wireframe2d; pub struct Wireframe2dPhaseItem { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: Wireframe2dBatchSetKey, /// The key, which determines which can be batched. pub bin_key: Wireframe2dBinKey, /// An entity from which data will be fetched, including the mesh if /// applicable. pub representative_entity: (Entity, MainEntity), /// The ranges of instances. pub batch_range: Range<u32>, /// An extra index, which is either a dynamic offset or an index in the /// indirect parameters list. pub extra_index: PhaseItemExtraIndex, } impl PhaseItem for Wireframe2dPhaseItem { fn entity(&self) -> Entity { self.representative_entity.0 } fn main_entity(&self) -> MainEntity { self.representative_entity.1 } fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } fn batch_range(&self) -> &Range<u32> { &self.batch_range } fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl CachedRenderPipelinePhaseItem for Wireframe2dPhaseItem { fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } impl BinnedPhaseItem for Wireframe2dPhaseItem { type BinKey = Wireframe2dBinKey; type BatchSetKey = Wireframe2dBatchSetKey; fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Self { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct Wireframe2dBatchSetKey { /// The identifier of the render pipeline. pub pipeline: CachedRenderPipelineId, /// The wireframe material asset ID. pub asset_id: UntypedAssetId, /// The function used to draw. pub draw_function: DrawFunctionId, /// The ID of the slab of GPU memory that contains vertex data. /// /// For non-mesh items, you can fill this with 0 if your items can be /// multi-drawn, or with a unique value if they can't. pub vertex_slab: SlabId, /// The ID of the slab of GPU memory that contains index data, if present. /// /// For non-mesh items, you can safely fill this with `None`. pub index_slab: Option<SlabId>, } impl PhaseItemBatchSetKey for Wireframe2dBatchSetKey { fn indexed(&self) -> bool { self.index_slab.is_some() } } /// Data that must be identical in order to *batch* phase items together. /// /// Note that a *batch set* (if multi-draw is in use) contains multiple batches. #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct Wireframe2dBinKey { /// The wireframe mesh asset ID. pub asset_id: UntypedAssetId, } pub struct SetWireframe2dPushConstants; impl<P: PhaseItem> RenderCommand<P> for SetWireframe2dPushConstants { type Param = ( SRes<RenderWireframeInstances>, SRes<RenderAssets<RenderWireframeMaterial>>, ); type ViewQuery = (); type ItemQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _item_query: Option<()>, (wireframe_instances, wireframe_assets): SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let Some(wireframe_material) = wireframe_instances.get(&item.main_entity()) else { return RenderCommandResult::Failure("No wireframe material found for entity"); }; let Some(wireframe_material) = wireframe_assets.get(*wireframe_material) else { return RenderCommandResult::Failure("No wireframe material found for entity"); }; pass.set_push_constants( ShaderStages::FRAGMENT, 0, bytemuck::bytes_of(&wireframe_material.color), ); RenderCommandResult::Success } } pub type DrawWireframe2d = ( SetItemPipeline, SetMesh2dViewBindGroup<0>, SetMesh2dBindGroup<1>, SetWireframe2dPushConstants, DrawMesh2d, ); #[derive(Resource, Clone)] pub struct Wireframe2dPipeline { mesh_pipeline: Mesh2dPipeline, shader: Handle<Shader>, } pub fn init_wireframe_2d_pipeline( mut commands: Commands, mesh_2d_pipeline: Res<Mesh2dPipeline>, asset_server: Res<AssetServer>, ) { commands.insert_resource(Wireframe2dPipeline { mesh_pipeline: mesh_2d_pipeline.clone(), shader: load_embedded_asset!(asset_server.as_ref(), "wireframe2d.wgsl"), }); } impl SpecializedMeshPipeline for Wireframe2dPipeline { type Key = Mesh2dPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> { let mut descriptor = self.mesh_pipeline.specialize(key, layout)?; descriptor.label = Some("wireframe_2d_pipeline".into()); descriptor.push_constant_ranges.push(PushConstantRange { stages: ShaderStages::FRAGMENT, range: 0..16, }); let fragment = descriptor.fragment.as_mut().unwrap(); fragment.shader = self.shader.clone(); descriptor.primitive.polygon_mode = PolygonMode::Line; descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0; Ok(descriptor) } } #[derive(Default)] struct Wireframe2dNode; impl ViewNode for Wireframe2dNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, &'static ViewDepthTexture, ); fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, (camera, view, target, depth): QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { let Some(wireframe_phase) = world.get_resource::<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>() else { return Ok(()); }; let Some(wireframe_phase) = wireframe_phase.get(&view.retained_view_entity) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("wireframe_2d"), color_attachments: &[Some(target.get_color_attachment())], depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)), timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut render_pass, "wireframe_2d"); if let Some(viewport) = camera.viewport.as_ref() { render_pass.set_camera_viewport(viewport); } if let Err(err) = wireframe_phase.render(&mut render_pass, world, graph.view_entity()) { error!("Error encountered while rendering the stencil phase {err:?}"); return Err(NodeRunError::DrawError(err)); } pass_span.end(&mut render_pass); Ok(()) } } /// Sets the color of the [`Wireframe2d`] of the entity it is attached to. /// /// If this component is present but there's no [`Wireframe2d`] component, /// it will still affect the color of the wireframe when [`Wireframe2dConfig::global`] is set to true. /// /// This overrides the [`Wireframe2dConfig::default_color`]. #[derive(Component, Debug, Clone, Default, Reflect)] #[reflect(Component, Default, Debug)] pub struct Wireframe2dColor { pub color: Color, } #[derive(Component, Debug, Clone, Default)] pub struct ExtractedWireframeColor { pub color: [f32; 4], } /// Disables wireframe rendering for any entity it is attached to. /// It will ignore the [`Wireframe2dConfig`] global setting. /// /// This requires the [`Wireframe2dPlugin`] to be enabled. #[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)] #[reflect(Component, Default, Debug, PartialEq)] pub struct NoWireframe2d; #[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)] #[reflect(Resource, Debug, Default)] pub struct Wireframe2dConfig { /// Whether to show wireframes for all meshes. /// Can be overridden for individual meshes by adding a [`Wireframe2d`] or [`NoWireframe2d`] component. pub global: bool, /// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe2d`] component attached to it will have /// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe2d`], /// but no [`Wireframe2dColor`]. pub default_color: Color, } #[derive(Asset, Reflect, Clone, Debug, Default)] #[reflect(Clone, Default)] pub struct Wireframe2dMaterial { pub color: Color, } pub struct RenderWireframeMaterial { pub color: [f32; 4], } #[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq)] #[reflect(Component, Default, Clone, PartialEq)] pub struct Mesh2dWireframe(pub Handle<Wireframe2dMaterial>); impl AsAssetId for Mesh2dWireframe { type Asset = Wireframe2dMaterial; fn as_asset_id(&self) -> AssetId<Self::Asset> { self.0.id() } } impl RenderAsset for RenderWireframeMaterial { type SourceAsset = Wireframe2dMaterial; type Param = (); fn prepare_asset( source_asset: Self::SourceAsset, _asset_id: AssetId<Self::SourceAsset>, _param: &mut SystemParamItem<Self::Param>, _previous_asset: Option<&Self>, ) -> Result<Self, PrepareAssetError<Self::SourceAsset>> { Ok(RenderWireframeMaterial { color: source_asset.color.to_linear().to_f32_array(), }) } } #[derive(Resource, Deref, DerefMut, Default)] pub struct RenderWireframeInstances(MainEntityHashMap<AssetId<Wireframe2dMaterial>>); #[derive(Clone, Resource, Deref, DerefMut, Debug, Default)] pub struct WireframeEntitiesNeedingSpecialization { #[deref] pub entities: Vec<Entity>, } #[derive(Resource, Deref, DerefMut, Clone, Debug, Default)] pub struct WireframeEntitySpecializationTicks { pub entities: MainEntityHashMap<Tick>, } /// Stores the [`SpecializedWireframeViewPipelineCache`] for each view. #[derive(Resource, Deref, DerefMut, Default)] pub struct SpecializedWireframePipelineCache { // view entity -> view pipeline cache #[deref] map: HashMap<RetainedViewEntity, SpecializedWireframeViewPipelineCache>, } /// Stores the cached render pipeline ID for each entity in a single view, as /// well as the last time it was changed. #[derive(Deref, DerefMut, Default)] pub struct SpecializedWireframeViewPipelineCache { // material entity -> (tick, pipeline_id) #[deref] map: MainEntityHashMap<(Tick, CachedRenderPipelineId)>, } #[derive(Resource)] struct GlobalWireframeMaterial { // This handle will be reused when the global config is enabled handle: Handle<Wireframe2dMaterial>, } pub fn extract_wireframe_materials( mut material_instances: ResMut<RenderWireframeInstances>, changed_meshes_query: Extract< Query< (Entity, &ViewVisibility, &Mesh2dWireframe), Or<(Changed<ViewVisibility>, Changed<Mesh2dWireframe>)>, >, >, mut removed_visibilities_query: Extract<RemovedComponents<ViewVisibility>>, mut removed_materials_query: Extract<RemovedComponents<Mesh2dWireframe>>, ) { for (entity, view_visibility, material) in &changed_meshes_query { if view_visibility.get() { material_instances.insert(entity.into(), material.id()); } else { material_instances.remove(&MainEntity::from(entity)); } } for entity in removed_visibilities_query .read() .chain(removed_materials_query.read()) { // Only queue a mesh for removal if we didn't pick it up above. // It's possible that a necessary component was removed and re-added in // the same frame. if !changed_meshes_query.contains(entity) { material_instances.remove(&MainEntity::from(entity)); } } } fn setup_global_wireframe_material( mut commands: Commands, mut materials: ResMut<Assets<Wireframe2dMaterial>>, config: Res<Wireframe2dConfig>, ) { // Create the handle used for the global material commands.insert_resource(GlobalWireframeMaterial { handle: materials.add(Wireframe2dMaterial { color: config.default_color, }), }); } /// Updates the wireframe material of all entities without a [`Wireframe2dColor`] or without a [`Wireframe2d`] component fn global_color_changed( config: Res<Wireframe2dConfig>, mut materials: ResMut<Assets<Wireframe2dMaterial>>, global_material: Res<GlobalWireframeMaterial>, ) { if let Some(global_material) = materials.get_mut(&global_material.handle) { global_material.color = config.default_color; } } /// Updates the wireframe material when the color in [`Wireframe2dColor`] changes fn wireframe_color_changed( mut materials: ResMut<Assets<Wireframe2dMaterial>>, mut colors_changed: Query< (&mut Mesh2dWireframe, &Wireframe2dColor), (With<Wireframe2d>, Changed<Wireframe2dColor>), >, ) { for (mut handle, wireframe_color) in &mut colors_changed { handle.0 = materials.add(Wireframe2dMaterial { color: wireframe_color.color, }); } } /// Applies or remove the wireframe material to any mesh with a [`Wireframe2d`] component, and removes it /// for any mesh with a [`NoWireframe2d`] component. fn apply_wireframe_material( mut commands: Commands, mut materials: ResMut<Assets<Wireframe2dMaterial>>, wireframes: Query< (Entity, Option<&Wireframe2dColor>), (With<Wireframe2d>, Without<Mesh2dWireframe>), >, no_wireframes: Query<Entity, (With<NoWireframe2d>, With<Mesh2dWireframe>)>, mut removed_wireframes: RemovedComponents<Wireframe2d>, global_material: Res<GlobalWireframeMaterial>, ) { for e in removed_wireframes.read().chain(no_wireframes.iter()) { if let Ok(mut commands) = commands.get_entity(e) { commands.remove::<Mesh2dWireframe>(); } } let mut material_to_spawn = vec![]; for (e, maybe_color) in &wireframes { let material = get_wireframe_material(maybe_color, &mut materials, &global_material); material_to_spawn.push((e, Mesh2dWireframe(material))); } commands.try_insert_batch(material_to_spawn); } type WireframeFilter = (With<Mesh2d>, Without<Wireframe2d>, Without<NoWireframe2d>); /// Applies or removes a wireframe material on any mesh without a [`Wireframe2d`] or [`NoWireframe2d`] component. fn apply_global_wireframe_material( mut commands: Commands, config: Res<Wireframe2dConfig>, meshes_without_material: Query< (Entity, Option<&Wireframe2dColor>), (WireframeFilter, Without<Mesh2dWireframe>), >, meshes_with_global_material: Query<Entity, (WireframeFilter, With<Mesh2dWireframe>)>, global_material: Res<GlobalWireframeMaterial>, mut materials: ResMut<Assets<Wireframe2dMaterial>>, ) { if config.global { let mut material_to_spawn = vec![]; for (e, maybe_color) in &meshes_without_material { let material = get_wireframe_material(maybe_color, &mut materials, &global_material); // We only add the material handle but not the Wireframe component // This makes it easy to detect which mesh is using the global material and which ones are user specified material_to_spawn.push((e, Mesh2dWireframe(material))); } commands.try_insert_batch(material_to_spawn); } else { for e in &meshes_with_global_material { commands.entity(e).remove::<Mesh2dWireframe>(); } } } /// Gets a handle to a wireframe material with a fallback on the default material fn get_wireframe_material( maybe_color: Option<&Wireframe2dColor>, wireframe_materials: &mut Assets<Wireframe2dMaterial>, global_material: &GlobalWireframeMaterial, ) -> Handle<Wireframe2dMaterial> { if let Some(wireframe_color) = maybe_color { wireframe_materials.add(Wireframe2dMaterial { color: wireframe_color.color, }) } else { // If there's no color specified we can use the global material since it's already set to use the default_color global_material.handle.clone() } } fn extract_wireframe_2d_camera( mut wireframe_2d_phases: ResMut<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>, cameras: Extract<Query<(Entity, &Camera), With<Camera2d>>>, mut live_entities: Local<HashSet<RetainedViewEntity>>, ) { live_entities.clear(); for (main_entity, camera) in &cameras { if !camera.is_active { continue; } let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0); wireframe_2d_phases.prepare_for_new_frame(retained_view_entity, GpuPreprocessingMode::None); live_entities.insert(retained_view_entity); } // Clear out all dead views. wireframe_2d_phases.retain(|camera_entity, _| live_entities.contains(camera_entity)); } pub fn extract_wireframe_entities_needing_specialization( entities_needing_specialization: Extract<Res<WireframeEntitiesNeedingSpecialization>>, mut entity_specialization_ticks: ResMut<WireframeEntitySpecializationTicks>, views: Query<&ExtractedView>, mut specialized_wireframe_pipeline_cache: ResMut<SpecializedWireframePipelineCache>, mut removed_meshes_query: Extract<RemovedComponents<Mesh2d>>, ticks: SystemChangeTick, ) { for entity in entities_needing_specialization.iter() { // Update the entity's specialization tick with this run's tick entity_specialization_ticks.insert((*entity).into(), ticks.this_run()); } for entity in removed_meshes_query.read() { for view in &views { if let Some(specialized_wireframe_pipeline_cache) = specialized_wireframe_pipeline_cache.get_mut(&view.retained_view_entity) { specialized_wireframe_pipeline_cache.remove(&MainEntity::from(entity)); } } } } pub fn check_wireframe_entities_needing_specialization( needs_specialization: Query< Entity, Or<( Changed<Mesh2d>, AssetChanged<Mesh2d>, Changed<Mesh2dWireframe>, AssetChanged<Mesh2dWireframe>, )>, >, mut entities_needing_specialization: ResMut<WireframeEntitiesNeedingSpecialization>, ) { entities_needing_specialization.clear(); for entity in &needs_specialization { entities_needing_specialization.push(entity); } } pub fn specialize_wireframes( render_meshes: Res<RenderAssets<RenderMesh>>, render_mesh_instances: Res<RenderMesh2dInstances>, render_wireframe_instances: Res<RenderWireframeInstances>, wireframe_phases: Res<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>, views: Query<(&ExtractedView, &RenderVisibleEntities)>, view_key_cache: Res<ViewKeyCache>, entity_specialization_ticks: Res<WireframeEntitySpecializationTicks>, view_specialization_ticks: Res<ViewSpecializationTicks>, mut specialized_material_pipeline_cache: ResMut<SpecializedWireframePipelineCache>, mut pipelines: ResMut<SpecializedMeshPipelines<Wireframe2dPipeline>>, pipeline: Res<Wireframe2dPipeline>, pipeline_cache: Res<PipelineCache>, ticks: SystemChangeTick, ) { // Record the retained IDs of all views so that we can expire old // pipeline IDs. let mut all_views: HashSet<RetainedViewEntity, FixedHasher> = HashSet::default(); for (view, visible_entities) in &views { all_views.insert(view.retained_view_entity); if !wireframe_phases.contains_key(&view.retained_view_entity) { continue; } let Some(view_key) = view_key_cache.get(&view.retained_view_entity.main_entity) else { continue; }; let view_tick = view_specialization_ticks .get(&view.retained_view_entity.main_entity) .unwrap(); let view_specialized_material_pipeline_cache = specialized_material_pipeline_cache .entry(view.retained_view_entity) .or_default(); for (_, visible_entity) in visible_entities.iter::<Mesh2d>() { if !render_wireframe_instances.contains_key(visible_entity) { continue; }; let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else { continue; }; let entity_tick = entity_specialization_ticks.get(visible_entity).unwrap(); let last_specialized_tick = view_specialized_material_pipeline_cache .get(visible_entity) .map(|(tick, _)| *tick); let needs_specialization = last_specialized_tick.is_none_or(|tick| { view_tick.is_newer_than(tick, ticks.this_run()) || entity_tick.is_newer_than(tick, ticks.this_run()) }); if !needs_specialization { continue; } let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; let mut mesh_key = *view_key; mesh_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology()); let pipeline_id = pipelines.specialize(&pipeline_cache, &pipeline, mesh_key, &mesh.layout); let pipeline_id = match pipeline_id { Ok(id) => id, Err(err) => { error!("{}", err); continue; } }; view_specialized_material_pipeline_cache .insert(*visible_entity, (ticks.this_run(), pipeline_id)); } } // Delete specialized pipelines belonging to views that have expired. specialized_material_pipeline_cache .retain(|retained_view_entity, _| all_views.contains(retained_view_entity)); } fn queue_wireframes( custom_draw_functions: Res<DrawFunctions<Wireframe2dPhaseItem>>, render_mesh_instances: Res<RenderMesh2dInstances>, mesh_allocator: Res<MeshAllocator>, specialized_wireframe_pipeline_cache: Res<SpecializedWireframePipelineCache>, render_wireframe_instances: Res<RenderWireframeInstances>, mut wireframe_2d_phases: ResMut<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>, mut views: Query<(&ExtractedView, &RenderVisibleEntities)>, ) { for (view, visible_entities) in &mut views { let Some(wireframe_phase) = wireframe_2d_phases.get_mut(&view.retained_view_entity) else { continue; }; let draw_wireframe = custom_draw_functions.read().id::<DrawWireframe2d>(); let Some(view_specialized_material_pipeline_cache) = specialized_wireframe_pipeline_cache.get(&view.retained_view_entity) else { continue; }; for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() { let Some(wireframe_instance) = render_wireframe_instances.get(visible_entity) else { continue; }; let Some((current_change_tick, pipeline_id)) = view_specialized_material_pipeline_cache .get(visible_entity) .map(|(current_change_tick, pipeline_id)| (*current_change_tick, *pipeline_id)) else { continue; }; // Skip the entity if it's cached in a bin and up to date. if wireframe_phase.validate_cached_entity(*visible_entity, current_change_tick) { continue; } let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else { continue; }; let (vertex_slab, index_slab) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id); let bin_key = Wireframe2dBinKey { asset_id: mesh_instance.mesh_asset_id.untyped(), }; let batch_set_key = Wireframe2dBatchSetKey { pipeline: pipeline_id, asset_id: wireframe_instance.untyped(), draw_function: draw_wireframe, vertex_slab: vertex_slab.unwrap_or_default(), index_slab, }; wireframe_phase.add( batch_set_key, bin_key, (*render_entity, *visible_entity), InputUniformIndex::default(), if mesh_instance.automatic_batching { BinnedRenderPhaseType::BatchableMesh } else { BinnedRenderPhaseType::UnbatchableMesh }, current_change_tick, ); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/render/mod.rs
crates/bevy_sprite_render/src/render/mod.rs
use core::ops::Range; use crate::ComputedTextureSlices; use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, AssetServer, Assets, Handle}; use bevy_camera::visibility::ViewVisibility; use bevy_color::{ColorToComponents, LinearRgba}; use bevy_core_pipeline::{ core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT}, tonemapping::{ get_lut_bind_group_layout_entries, get_lut_bindings, DebandDither, Tonemapping, TonemappingLuts, }, }; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ prelude::*, query::ROQueryItem, system::{lifetimeless::*, SystemParamItem}, }; use bevy_image::{BevyDefault, Image, TextureAtlasLayout}; use bevy_math::{Affine3A, FloatOrd, Quat, Rect, Vec2, Vec4}; use bevy_mesh::VertexBufferLayout; use bevy_platform::collections::HashMap; use bevy_render::view::{RenderVisibleEntities, RetainedViewEntity}; use bevy_render::{ render_asset::RenderAssets, render_phase::{ DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases, }, render_resource::{ binding_types::{sampler, texture_2d, uniform_buffer}, *, }, renderer::{RenderDevice, RenderQueue}, sync_world::RenderEntity, texture::{FallbackImage, GpuImage}, view::{ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms}, Extract, }; use bevy_shader::{Shader, ShaderDefVal}; use bevy_sprite::{Anchor, Sprite, SpriteScalingMode}; use bevy_transform::components::GlobalTransform; use bevy_utils::default; use bytemuck::{Pod, Zeroable}; use fixedbitset::FixedBitSet; #[derive(Resource)] pub struct SpritePipeline { view_layout: BindGroupLayoutDescriptor, material_layout: BindGroupLayoutDescriptor, shader: Handle<Shader>, } pub fn init_sprite_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let tonemapping_lut_entries = get_lut_bind_group_layout_entries(); let view_layout = BindGroupLayoutDescriptor::new( "sprite_view_layout", &BindGroupLayoutEntries::sequential( ShaderStages::VERTEX_FRAGMENT, ( uniform_buffer::<ViewUniform>(true), tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT), tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT), ), ), ); let material_layout = BindGroupLayoutDescriptor::new( "sprite_material_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ), ), ); commands.insert_resource(SpritePipeline { view_layout, material_layout, shader: load_embedded_asset!(asset_server.as_ref(), "sprite.wgsl"), }); } bitflags::bitflags! { #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[repr(transparent)] // NOTE: Apparently quadro drivers support up to 64x MSAA. // MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA. pub struct SpritePipelineKey: u32 { const NONE = 0; const HDR = 1 << 0; const TONEMAP_IN_SHADER = 1 << 1; const DEBAND_DITHER = 1 << 2; const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS; const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS; const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS; } } impl SpritePipelineKey { const MSAA_MASK_BITS: u32 = 0b111; const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones(); const TONEMAP_METHOD_MASK_BITS: u32 = 0b111; const TONEMAP_METHOD_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones(); #[inline] pub const fn from_msaa_samples(msaa_samples: u32) -> Self { let msaa_bits = (msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS; Self::from_bits_retain(msaa_bits) } #[inline] pub const fn msaa_samples(&self) -> u32 { 1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) } #[inline] pub const fn from_hdr(hdr: bool) -> Self { if hdr { SpritePipelineKey::HDR } else { SpritePipelineKey::NONE } } } impl SpecializedRenderPipeline for SpritePipeline { type Key = SpritePipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let mut shader_defs = Vec::new(); if key.contains(SpritePipelineKey::TONEMAP_IN_SHADER) { shader_defs.push("TONEMAP_IN_SHADER".into()); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(), 1, )); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(), 2, )); let method = key.intersection(SpritePipelineKey::TONEMAP_METHOD_RESERVED_BITS); if method == SpritePipelineKey::TONEMAP_METHOD_NONE { shader_defs.push("TONEMAP_METHOD_NONE".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD { shader_defs.push("TONEMAP_METHOD_REINHARD".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE { shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED { shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_AGX { shader_defs.push("TONEMAP_METHOD_AGX".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM { shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC { shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into()); } else if method == SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE { shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into()); } // Debanding is tied to tonemapping in the shader, cannot run without it. if key.contains(SpritePipelineKey::DEBAND_DITHER) { shader_defs.push("DEBAND_DITHER".into()); } } let format = match key.contains(SpritePipelineKey::HDR) { true => ViewTarget::TEXTURE_FORMAT_HDR, false => TextureFormat::bevy_default(), }; let instance_rate_vertex_buffer_layout = VertexBufferLayout { array_stride: 80, step_mode: VertexStepMode::Instance, attributes: vec![ // @location(0) i_model_transpose_col0: vec4<f32>, VertexAttribute { format: VertexFormat::Float32x4, offset: 0, shader_location: 0, }, // @location(1) i_model_transpose_col1: vec4<f32>, VertexAttribute { format: VertexFormat::Float32x4, offset: 16, shader_location: 1, }, // @location(2) i_model_transpose_col2: vec4<f32>, VertexAttribute { format: VertexFormat::Float32x4, offset: 32, shader_location: 2, }, // @location(3) i_color: vec4<f32>, VertexAttribute { format: VertexFormat::Float32x4, offset: 48, shader_location: 3, }, // @location(4) i_uv_offset_scale: vec4<f32>, VertexAttribute { format: VertexFormat::Float32x4, offset: 64, shader_location: 4, }, ], }; RenderPipelineDescriptor { vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), buffers: vec![instance_rate_vertex_buffer_layout], ..default() }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], ..default() }), layout: vec![self.view_layout.clone(), self.material_layout.clone()], // Sprites are always alpha blended so they never need to write to depth. // They just need to read it in case an opaque mesh2d // that wrote to depth is present. depth_stencil: Some(DepthStencilState { format: CORE_2D_DEPTH_FORMAT, depth_write_enabled: false, depth_compare: CompareFunction::GreaterEqual, stencil: StencilState { front: StencilFaceState::IGNORE, back: StencilFaceState::IGNORE, read_mask: 0, write_mask: 0, }, bias: DepthBiasState { constant: 0, slope_scale: 0.0, clamp: 0.0, }, }), multisample: MultisampleState { count: key.msaa_samples(), mask: !0, alpha_to_coverage_enabled: false, }, label: Some("sprite_pipeline".into()), ..default() } } } pub struct ExtractedSlice { pub offset: Vec2, pub rect: Rect, pub size: Vec2, } pub struct ExtractedSprite { pub main_entity: Entity, pub render_entity: Entity, pub transform: GlobalTransform, pub color: LinearRgba, /// Change the on-screen size of the sprite /// Asset ID of the [`Image`] of this sprite /// PERF: storing an `AssetId` instead of `Handle<Image>` enables some optimizations (`ExtractedSprite` becomes `Copy` and doesn't need to be dropped) pub image_handle_id: AssetId<Image>, pub flip_x: bool, pub flip_y: bool, pub kind: ExtractedSpriteKind, } pub enum ExtractedSpriteKind { /// A single sprite with custom sizing and scaling options Single { anchor: Vec2, rect: Option<Rect>, scaling_mode: Option<SpriteScalingMode>, custom_size: Option<Vec2>, }, /// Indexes into the list of [`ExtractedSlice`]s stored in the [`ExtractedSlices`] resource /// Used for elements composed from multiple sprites such as text or nine-patched borders Slices { indices: Range<usize> }, } #[derive(Resource, Default)] pub struct ExtractedSprites { pub sprites: Vec<ExtractedSprite>, } #[derive(Resource, Default)] pub struct ExtractedSlices { pub slices: Vec<ExtractedSlice>, } #[derive(Resource, Default)] pub struct SpriteAssetEvents { pub images: Vec<AssetEvent<Image>>, } pub fn extract_sprite_events( mut events: ResMut<SpriteAssetEvents>, mut image_events: Extract<MessageReader<AssetEvent<Image>>>, ) { let SpriteAssetEvents { ref mut images } = *events; images.clear(); for event in image_events.read() { images.push(*event); } } pub fn extract_sprites( mut extracted_sprites: ResMut<ExtractedSprites>, mut extracted_slices: ResMut<ExtractedSlices>, texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>, sprite_query: Extract< Query<( Entity, RenderEntity, &ViewVisibility, &Sprite, &GlobalTransform, &Anchor, Option<&ComputedTextureSlices>, )>, >, ) { extracted_sprites.sprites.clear(); extracted_slices.slices.clear(); for (main_entity, render_entity, view_visibility, sprite, transform, anchor, slices) in sprite_query.iter() { if !view_visibility.get() { continue; } if let Some(slices) = slices { let start = extracted_slices.slices.len(); extracted_slices .slices .extend(slices.extract_slices(sprite, anchor.as_vec())); let end = extracted_slices.slices.len(); extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, color: sprite.color.into(), transform: *transform, flip_x: sprite.flip_x, flip_y: sprite.flip_y, image_handle_id: sprite.image.id(), kind: ExtractedSpriteKind::Slices { indices: start..end, }, }); } else { let atlas_rect = sprite .texture_atlas .as_ref() .and_then(|s| s.texture_rect(&texture_atlases).map(|r| r.as_rect())); let rect = match (atlas_rect, sprite.rect) { (None, None) => None, (None, Some(sprite_rect)) => Some(sprite_rect), (Some(atlas_rect), None) => Some(atlas_rect), (Some(atlas_rect), Some(mut sprite_rect)) => { sprite_rect.min += atlas_rect.min; sprite_rect.max += atlas_rect.min; Some(sprite_rect) } }; // PERF: we don't check in this function that the `Image` asset is ready, since it should be in most cases and hashing the handle is expensive extracted_sprites.sprites.push(ExtractedSprite { main_entity, render_entity, color: sprite.color.into(), transform: *transform, flip_x: sprite.flip_x, flip_y: sprite.flip_y, image_handle_id: sprite.image.id(), kind: ExtractedSpriteKind::Single { anchor: anchor.as_vec(), rect, scaling_mode: sprite.image_mode.scale(), // Pass the custom size custom_size: sprite.custom_size, }, }); } } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] struct SpriteInstance { // Affine 4x3 transposed to 3x4 pub i_model_transpose: [Vec4; 3], pub i_color: [f32; 4], pub i_uv_offset_scale: [f32; 4], } impl SpriteInstance { #[inline] fn from(transform: &Affine3A, color: &LinearRgba, uv_offset_scale: &Vec4) -> Self { let transpose_model_3x3 = transform.matrix3.transpose(); Self { i_model_transpose: [ transpose_model_3x3.x_axis.extend(transform.translation.x), transpose_model_3x3.y_axis.extend(transform.translation.y), transpose_model_3x3.z_axis.extend(transform.translation.z), ], i_color: color.to_f32_array(), i_uv_offset_scale: uv_offset_scale.to_array(), } } } #[derive(Resource)] pub struct SpriteMeta { sprite_index_buffer: RawBufferVec<u32>, sprite_instance_buffer: RawBufferVec<SpriteInstance>, } impl Default for SpriteMeta { fn default() -> Self { Self { sprite_index_buffer: RawBufferVec::<u32>::new(BufferUsages::INDEX), sprite_instance_buffer: RawBufferVec::<SpriteInstance>::new(BufferUsages::VERTEX), } } } #[derive(Component)] pub struct SpriteViewBindGroup { pub value: BindGroup, } #[derive(Resource, Deref, DerefMut, Default)] pub struct SpriteBatches(HashMap<(RetainedViewEntity, Entity), SpriteBatch>); #[derive(PartialEq, Eq, Clone, Debug)] pub struct SpriteBatch { image_handle_id: AssetId<Image>, range: Range<u32>, } #[derive(Resource, Default)] pub struct ImageBindGroups { values: HashMap<AssetId<Image>, BindGroup>, } pub fn queue_sprites( mut view_entities: Local<FixedBitSet>, draw_functions: Res<DrawFunctions<Transparent2d>>, sprite_pipeline: Res<SpritePipeline>, mut pipelines: ResMut<SpecializedRenderPipelines<SpritePipeline>>, pipeline_cache: Res<PipelineCache>, extracted_sprites: Res<ExtractedSprites>, mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>, mut views: Query<( &RenderVisibleEntities, &ExtractedView, &Msaa, Option<&Tonemapping>, Option<&DebandDither>, )>, ) { let draw_sprite_function = draw_functions.read().id::<DrawSprite>(); for (visible_entities, view, msaa, tonemapping, dither) in &mut views { let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let msaa_key = SpritePipelineKey::from_msaa_samples(msaa.samples()); let mut view_key = SpritePipelineKey::from_hdr(view.hdr) | msaa_key; if !view.hdr { if let Some(tonemapping) = tonemapping { view_key |= SpritePipelineKey::TONEMAP_IN_SHADER; view_key |= match tonemapping { Tonemapping::None => SpritePipelineKey::TONEMAP_METHOD_NONE, Tonemapping::Reinhard => SpritePipelineKey::TONEMAP_METHOD_REINHARD, Tonemapping::ReinhardLuminance => { SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE } Tonemapping::AcesFitted => SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED, Tonemapping::AgX => SpritePipelineKey::TONEMAP_METHOD_AGX, Tonemapping::SomewhatBoringDisplayTransform => { SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM } Tonemapping::TonyMcMapface => SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE, Tonemapping::BlenderFilmic => SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC, }; } if let Some(DebandDither::Enabled) = dither { view_key |= SpritePipelineKey::DEBAND_DITHER; } } let pipeline = pipelines.specialize(&pipeline_cache, &sprite_pipeline, view_key); view_entities.clear(); view_entities.extend( visible_entities .iter::<Sprite>() .map(|(_, e)| e.index_u32() as usize), ); transparent_phase .items .reserve(extracted_sprites.sprites.len()); for (index, extracted_sprite) in extracted_sprites.sprites.iter().enumerate() { let view_index = extracted_sprite.main_entity.index_u32(); if !view_entities.contains(view_index as usize) { continue; } // These items will be sorted by depth with other phase items let sort_key = FloatOrd(extracted_sprite.transform.translation().z); // Add the item to the render phase transparent_phase.add(Transparent2d { draw_function: draw_sprite_function, pipeline, entity: ( extracted_sprite.render_entity, extracted_sprite.main_entity.into(), ), sort_key, // `batch_range` is calculated in `prepare_sprite_image_bind_groups` batch_range: 0..0, extra_index: PhaseItemExtraIndex::None, extracted_index: index, indexed: true, }); } } } pub fn prepare_sprite_view_bind_groups( mut commands: Commands, render_device: Res<RenderDevice>, pipeline_cache: Res<PipelineCache>, sprite_pipeline: Res<SpritePipeline>, view_uniforms: Res<ViewUniforms>, views: Query<(Entity, &Tonemapping), With<ExtractedView>>, tonemapping_luts: Res<TonemappingLuts>, images: Res<RenderAssets<GpuImage>>, fallback_image: Res<FallbackImage>, ) { let Some(view_binding) = view_uniforms.uniforms.binding() else { return; }; for (entity, tonemapping) in &views { let lut_bindings = get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image); let view_bind_group = render_device.create_bind_group( "mesh2d_view_bind_group", &pipeline_cache.get_bind_group_layout(&sprite_pipeline.view_layout), &BindGroupEntries::sequential((view_binding.clone(), lut_bindings.0, lut_bindings.1)), ); commands.entity(entity).insert(SpriteViewBindGroup { value: view_bind_group, }); } } pub fn prepare_sprite_image_bind_groups( render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, pipeline_cache: Res<PipelineCache>, mut sprite_meta: ResMut<SpriteMeta>, sprite_pipeline: Res<SpritePipeline>, mut image_bind_groups: ResMut<ImageBindGroups>, gpu_images: Res<RenderAssets<GpuImage>>, extracted_sprites: Res<ExtractedSprites>, extracted_slices: Res<ExtractedSlices>, mut phases: ResMut<ViewSortedRenderPhases<Transparent2d>>, events: Res<SpriteAssetEvents>, mut batches: ResMut<SpriteBatches>, ) { // If an image has changed, the GpuImage has (probably) changed for event in &events.images { match event { AssetEvent::Added { .. } | // Images don't have dependencies AssetEvent::LoadedWithDependencies { .. } => {} AssetEvent::Unused { id } | AssetEvent::Modified { id } | AssetEvent::Removed { id } => { image_bind_groups.values.remove(id); } }; } batches.clear(); // Clear the sprite instances sprite_meta.sprite_instance_buffer.clear(); // Index buffer indices let mut index = 0; let image_bind_groups = &mut *image_bind_groups; for (retained_view, transparent_phase) in phases.iter_mut() { let mut current_batch = None; let mut batch_item_index = 0; let mut batch_image_size = Vec2::ZERO; let mut batch_image_handle = AssetId::invalid(); // Iterate through the phase items and detect when successive sprites that can be batched. // Spawn an entity with a `SpriteBatch` component for each possible batch. // Compatible items share the same entity. for item_index in 0..transparent_phase.items.len() { let item = &transparent_phase.items[item_index]; let Some(extracted_sprite) = extracted_sprites .sprites .get(item.extracted_index) .filter(|extracted_sprite| extracted_sprite.render_entity == item.entity()) else { // If there is a phase item that is not a sprite, then we must start a new // batch to draw the other phase item(s) and to respect draw order. This can be // done by invalidating the batch_image_handle batch_image_handle = AssetId::invalid(); continue; }; if batch_image_handle != extracted_sprite.image_handle_id { let Some(gpu_image) = gpu_images.get(extracted_sprite.image_handle_id) else { continue; }; batch_image_size = gpu_image.size_2d().as_vec2(); batch_image_handle = extracted_sprite.image_handle_id; image_bind_groups .values .entry(batch_image_handle) .or_insert_with(|| { render_device.create_bind_group( "sprite_material_bind_group", &pipeline_cache.get_bind_group_layout(&sprite_pipeline.material_layout), &BindGroupEntries::sequential(( &gpu_image.texture_view, &gpu_image.sampler, )), ) }); batch_item_index = item_index; current_batch = Some(batches.entry((*retained_view, item.entity())).insert( SpriteBatch { image_handle_id: batch_image_handle, range: index..index, }, )); } match extracted_sprite.kind { ExtractedSpriteKind::Single { anchor, rect, scaling_mode, custom_size, } => { // By default, the size of the quad is the size of the texture let mut quad_size = batch_image_size; let mut texture_size = batch_image_size; // Calculate vertex data for this item // If a rect is specified, adjust UVs and the size of the quad let mut uv_offset_scale = if let Some(rect) = rect { let rect_size = rect.size(); quad_size = rect_size; // Update texture size to the rect size // It will help scale properly only portion of the image texture_size = rect_size; Vec4::new( rect.min.x / batch_image_size.x, rect.max.y / batch_image_size.y, rect_size.x / batch_image_size.x, -rect_size.y / batch_image_size.y, ) } else { Vec4::new(0.0, 1.0, 1.0, -1.0) }; if extracted_sprite.flip_x { uv_offset_scale.x += uv_offset_scale.z; uv_offset_scale.z *= -1.0; } if extracted_sprite.flip_y { uv_offset_scale.y += uv_offset_scale.w; uv_offset_scale.w *= -1.0; } // Override the size if a custom one is specified quad_size = custom_size.unwrap_or(quad_size); // Used for translation of the quad if `TextureScale::Fit...` is specified. let mut quad_translation = Vec2::ZERO; // Scales the texture based on the `texture_scale` field. if let Some(scaling_mode) = scaling_mode { apply_scaling( scaling_mode, texture_size, &mut quad_size, &mut quad_translation, &mut uv_offset_scale, ); } let transform = extracted_sprite.transform.affine() * Affine3A::from_scale_rotation_translation( quad_size.extend(1.0), Quat::IDENTITY, ((quad_size + quad_translation) * (-anchor - Vec2::splat(0.5))) .extend(0.0), ); // Store the vertex data and add the item to the render phase sprite_meta .sprite_instance_buffer .push(SpriteInstance::from( &transform, &extracted_sprite.color, &uv_offset_scale, )); current_batch.as_mut().unwrap().get_mut().range.end += 1; index += 1; } ExtractedSpriteKind::Slices { ref indices } => { for i in indices.clone() { let slice = &extracted_slices.slices[i]; let rect = slice.rect; let rect_size = rect.size(); // Calculate vertex data for this item let mut uv_offset_scale: Vec4; // If a rect is specified, adjust UVs and the size of the quad uv_offset_scale = Vec4::new( rect.min.x / batch_image_size.x, rect.max.y / batch_image_size.y, rect_size.x / batch_image_size.x, -rect_size.y / batch_image_size.y, ); if extracted_sprite.flip_x { uv_offset_scale.x += uv_offset_scale.z; uv_offset_scale.z *= -1.0; } if extracted_sprite.flip_y { uv_offset_scale.y += uv_offset_scale.w; uv_offset_scale.w *= -1.0; } let transform = extracted_sprite.transform.affine() * Affine3A::from_scale_rotation_translation( slice.size.extend(1.0), Quat::IDENTITY, (slice.size * -Vec2::splat(0.5) + slice.offset).extend(0.0), ); // Store the vertex data and add the item to the render phase sprite_meta .sprite_instance_buffer .push(SpriteInstance::from( &transform, &extracted_sprite.color, &uv_offset_scale, )); current_batch.as_mut().unwrap().get_mut().range.end += 1; index += 1; } } } transparent_phase.items[batch_item_index] .batch_range_mut() .end += 1; } sprite_meta .sprite_instance_buffer .write_buffer(&render_device, &render_queue); if sprite_meta.sprite_index_buffer.len() != 6 { sprite_meta.sprite_index_buffer.clear(); // NOTE: This code is creating 6 indices pointing to 4 vertices. // The vertices form the corners of a quad based on their two least significant bits. // 10 11 // // 00 01 // The sprite shader can then use the two least significant bits as the vertex index. // The rest of the properties to transform the vertex positions and UVs (which are // implicit) are baked into the instance transform, and UV offset and scale. // See bevy_sprite_render/src/render/sprite.wgsl for the details. sprite_meta.sprite_index_buffer.push(2); sprite_meta.sprite_index_buffer.push(0); sprite_meta.sprite_index_buffer.push(1); sprite_meta.sprite_index_buffer.push(1); sprite_meta.sprite_index_buffer.push(3); sprite_meta.sprite_index_buffer.push(2); sprite_meta .sprite_index_buffer .write_buffer(&render_device, &render_queue); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/texture_slice/computed_slices.rs
crates/bevy_sprite_render/src/texture_slice/computed_slices.rs
use crate::{ExtractedSlice, TextureAtlasLayout}; use bevy_asset::{AssetEvent, Assets}; use bevy_ecs::prelude::*; use bevy_image::Image; use bevy_math::{Rect, Vec2}; use bevy_platform::collections::HashSet; use bevy_sprite::{Sprite, SpriteImageMode, TextureSlice}; /// Component storing texture slices for tiled or sliced sprite entities /// /// This component is automatically inserted and updated #[derive(Debug, Clone, Component)] pub struct ComputedTextureSlices(Vec<TextureSlice>); impl ComputedTextureSlices { /// Computes [`ExtractedSlice`] iterator from the sprite slices /// /// # Arguments /// /// * `sprite` - The sprite component #[must_use] pub(crate) fn extract_slices<'a>( &'a self, sprite: &'a Sprite, anchor: Vec2, ) -> impl ExactSizeIterator<Item = ExtractedSlice> + 'a { let mut flip = Vec2::ONE; if sprite.flip_x { flip.x *= -1.0; } if sprite.flip_y { flip.y *= -1.0; } let anchor = anchor * sprite .custom_size .unwrap_or(sprite.rect.unwrap_or_default().size()); self.0.iter().map(move |slice| ExtractedSlice { offset: slice.offset * flip - anchor, rect: slice.texture_rect, size: slice.draw_size, }) } } /// Generates sprite slices for a [`Sprite`] with [`SpriteImageMode::Sliced`] or [`SpriteImageMode::Sliced`]. The slices /// will be computed according to the `image_handle` dimensions or the sprite rect. /// /// Returns `None` if the image asset is not loaded /// /// # Arguments /// /// * `sprite` - The sprite component with the image handle and image mode /// * `images` - The image assets, use to retrieve the image dimensions /// * `atlas_layouts` - The atlas layout assets, used to retrieve the texture atlas section rect #[must_use] fn compute_sprite_slices( sprite: &Sprite, images: &Assets<Image>, atlas_layouts: &Assets<TextureAtlasLayout>, ) -> Option<ComputedTextureSlices> { let (image_size, texture_rect) = match &sprite.texture_atlas { Some(a) => { let layout = atlas_layouts.get(&a.layout)?; ( layout.size.as_vec2(), layout.textures.get(a.index)?.as_rect(), ) } None => { let image = images.get(&sprite.image)?; let size = Vec2::new( image.texture_descriptor.size.width as f32, image.texture_descriptor.size.height as f32, ); let rect = sprite.rect.unwrap_or(Rect { min: Vec2::ZERO, max: size, }); (size, rect) } }; let slices = match &sprite.image_mode { SpriteImageMode::Sliced(slicer) => slicer.compute_slices(texture_rect, sprite.custom_size), SpriteImageMode::Tiled { tile_x, tile_y, stretch_value, } => { let slice = TextureSlice { texture_rect, draw_size: sprite.custom_size.unwrap_or(image_size), offset: Vec2::ZERO, }; slice.tiled(*stretch_value, (*tile_x, *tile_y)) } SpriteImageMode::Auto => { unreachable!("Slices should not be computed for SpriteImageMode::Stretch") } SpriteImageMode::Scale(_) => { unreachable!("Slices should not be computed for SpriteImageMode::Scale") } }; Some(ComputedTextureSlices(slices)) } /// System reacting to added or modified [`Image`] handles, and recompute sprite slices /// on sprite entities with a matching [`SpriteImageMode`] pub(crate) fn compute_slices_on_asset_event( mut commands: Commands, mut events: MessageReader<AssetEvent<Image>>, images: Res<Assets<Image>>, atlas_layouts: Res<Assets<TextureAtlasLayout>>, sprites: Query<(Entity, &Sprite)>, ) { // We store the asset ids of added/modified image assets let added_handles: HashSet<_> = events .read() .filter_map(|e| match e { AssetEvent::Added { id } | AssetEvent::Modified { id } => Some(*id), _ => None, }) .collect(); if added_handles.is_empty() { return; } // We recompute the sprite slices for sprite entities with a matching asset handle id for (entity, sprite) in &sprites { if !sprite.image_mode.uses_slices() { continue; } if !added_handles.contains(&sprite.image.id()) { continue; } if let Some(slices) = compute_sprite_slices(sprite, &images, &atlas_layouts) { commands.entity(entity).insert(slices); } } } /// System reacting to changes on the [`Sprite`] component to compute the sprite slices pub(crate) fn compute_slices_on_sprite_change( mut commands: Commands, images: Res<Assets<Image>>, atlas_layouts: Res<Assets<TextureAtlasLayout>>, changed_sprites: Query<(Entity, &Sprite), Changed<Sprite>>, ) { for (entity, sprite) in &changed_sprites { if !sprite.image_mode.uses_slices() { continue; } if let Some(slices) = compute_sprite_slices(sprite, &images, &atlas_layouts) { commands.entity(entity).insert(slices); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/texture_slice/mod.rs
crates/bevy_sprite_render/src/texture_slice/mod.rs
mod computed_slices; pub(crate) use computed_slices::{ compute_slices_on_asset_event, compute_slices_on_sprite_change, ComputedTextureSlices, };
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/tilemap_chunk/tilemap_chunk_material.rs
crates/bevy_sprite_render/src/tilemap_chunk/tilemap_chunk_material.rs
use crate::{AlphaMode2d, Material2d, Material2dPlugin, TileData}; use bevy_app::{App, Plugin}; use bevy_asset::{embedded_asset, embedded_path, Asset, AssetPath, Handle, RenderAssetUsages}; use bevy_color::ColorToPacked; use bevy_image::{Image, ImageSampler, ToExtents}; use bevy_math::UVec2; use bevy_reflect::prelude::*; use bevy_render::render_resource::*; use bevy_shader::ShaderRef; use bytemuck::{Pod, Zeroable}; /// Plugin that adds support for tilemap chunk materials. pub struct TilemapChunkMaterialPlugin; impl Plugin for TilemapChunkMaterialPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "tilemap_chunk_material.wgsl"); app.add_plugins(Material2dPlugin::<TilemapChunkMaterial>::default()); } } /// Material used for rendering tilemap chunks. /// /// This material is used internally by the tilemap system to render chunks of tiles /// efficiently using a single draw call per chunk. #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] pub struct TilemapChunkMaterial { pub alpha_mode: AlphaMode2d, #[texture(0, dimension = "2d_array")] #[sampler(1)] pub tileset: Handle<Image>, #[texture(2, sample_type = "u_int")] pub tile_data: Handle<Image>, } impl Material2d for TilemapChunkMaterial { fn fragment_shader() -> ShaderRef { ShaderRef::Path( AssetPath::from_path_buf(embedded_path!("tilemap_chunk_material.wgsl")) .with_source("embedded"), ) } fn alpha_mode(&self) -> AlphaMode2d { self.alpha_mode } } /// Packed per-tile data for use in the `Rgba16Uint` tile data texture in `TilemapChunkMaterial`. #[repr(C)] #[derive(Clone, Copy, Debug, Pod, Zeroable)] pub struct PackedTileData { tileset_index: u16, // red channel color: [u8; 4], // green and blue channels flags: u16, // alpha channel } impl PackedTileData { fn empty() -> Self { Self { tileset_index: u16::MAX, color: [0, 0, 0, 0], flags: 0, } } } impl From<TileData> for PackedTileData { fn from( TileData { tileset_index, color, visible, }: TileData, ) -> Self { Self { tileset_index, color: color.to_srgba().to_u8_array(), flags: visible as u16, } } } impl From<Option<TileData>> for PackedTileData { fn from(maybe_tile_data: Option<TileData>) -> Self { maybe_tile_data .map(Into::into) .unwrap_or(PackedTileData::empty()) } } pub fn make_chunk_tile_data_image(size: &UVec2, data: &[PackedTileData]) -> Image { Image { data: Some(bytemuck::cast_slice(data).to_vec()), data_order: TextureDataOrder::default(), texture_descriptor: TextureDescriptor { size: size.to_extents(), dimension: TextureDimension::D2, format: TextureFormat::Rgba16Uint, label: None, mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST, view_formats: &[], }, sampler: ImageSampler::nearest(), texture_view_descriptor: None, asset_usage: RenderAssetUsages::RENDER_WORLD | RenderAssetUsages::MAIN_WORLD, copy_on_resize: false, } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_sprite_render/src/tilemap_chunk/mod.rs
crates/bevy_sprite_render/src/tilemap_chunk/mod.rs
use crate::{AlphaMode2d, MeshMaterial2d}; use bevy_app::{App, Plugin, Update}; use bevy_asset::{Assets, Handle}; use bevy_color::Color; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ component::Component, entity::Entity, lifecycle::HookContext, query::Changed, reflect::{ReflectComponent, ReflectResource}, resource::Resource, system::{Query, ResMut}, world::DeferredWorld, }; use bevy_image::Image; use bevy_math::{primitives::Rectangle, UVec2}; use bevy_mesh::{Mesh, Mesh2d}; use bevy_platform::collections::HashMap; use bevy_reflect::{prelude::*, Reflect}; use bevy_transform::components::Transform; use bevy_utils::default; use tracing::warn; mod tilemap_chunk_material; pub use tilemap_chunk_material::*; /// Plugin that handles the initialization and updating of tilemap chunks. /// Adds systems for processing newly added tilemap chunks and updating their indices. pub struct TilemapChunkPlugin; impl Plugin for TilemapChunkPlugin { fn build(&self, app: &mut App) { app.init_resource::<TilemapChunkMeshCache>() .add_systems(Update, update_tilemap_chunk_indices); } } /// A resource storing the meshes for each tilemap chunk size. #[derive(Resource, Default, Deref, DerefMut, Reflect)] #[reflect(Resource, Default)] pub struct TilemapChunkMeshCache(HashMap<UVec2, Handle<Mesh>>); /// A component representing a chunk of a tilemap. /// Each chunk is a rectangular section of tiles that is rendered as a single mesh. #[derive(Component, Clone, Debug, Default, Reflect)] #[reflect(Component, Clone, Debug, Default)] #[component(immutable, on_insert = on_insert_tilemap_chunk)] pub struct TilemapChunk { /// The size of the chunk in tiles. pub chunk_size: UVec2, /// The size to use for each tile, not to be confused with the size of a tile in the tileset image. /// The size of the tile in the tileset image is determined by the tileset image's dimensions. pub tile_display_size: UVec2, /// Handle to the tileset image containing all tile textures. pub tileset: Handle<Image>, /// The alpha mode to use for the tilemap chunk. pub alpha_mode: AlphaMode2d, } impl TilemapChunk { pub fn calculate_tile_transform(&self, position: UVec2) -> Transform { Transform::from_xyz( // tile position position.x as f32 // times display size for a tile * self.tile_display_size.x as f32 // plus 1/2 the tile_display_size to correct the center + self.tile_display_size.x as f32 / 2. // minus 1/2 the tilechunk size, in terms of the tile_display_size, // to place the 0 at left of tilemapchunk - self.tile_display_size.x as f32 * self.chunk_size.x as f32 / 2., // tile position position.y as f32 // times display size for a tile * self.tile_display_size.y as f32 // minus 1/2 the tile_display_size to correct the center + self.tile_display_size.y as f32 / 2. // plus 1/2 the tilechunk size, in terms of the tile_display_size, // to place the 0 at bottom of tilemapchunk - self.tile_display_size.y as f32 * self.chunk_size.y as f32 / 2., 0., ) } } /// Data for a single tile in the tilemap chunk. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Clone, Debug, Default)] pub struct TileData { /// The index of the tile in the corresponding tileset array texture. pub tileset_index: u16, /// The color tint of the tile. White leaves the sampled texture color unchanged. pub color: Color, /// The visibility of the tile. pub visible: bool, } impl TileData { /// Creates a new `TileData` with the given tileset index and default values. pub fn from_tileset_index(tileset_index: u16) -> Self { Self { tileset_index, ..default() } } } impl Default for TileData { fn default() -> Self { Self { tileset_index: 0, color: Color::WHITE, visible: true, } } } /// Component storing the data of tiles within a chunk. /// Each index corresponds to a specific tile in the tileset. `None` indicates an empty tile. #[derive(Component, Clone, Debug, Deref, DerefMut, Reflect)] #[reflect(Component, Clone, Debug)] pub struct TilemapChunkTileData(pub Vec<Option<TileData>>); fn on_insert_tilemap_chunk(mut world: DeferredWorld, HookContext { entity, .. }: HookContext) { let Some(tilemap_chunk) = world.get::<TilemapChunk>(entity) else { warn!("TilemapChunk not found for tilemap chunk {}", entity); return; }; let chunk_size = tilemap_chunk.chunk_size; let alpha_mode = tilemap_chunk.alpha_mode; let tileset = tilemap_chunk.tileset.clone(); let Some(tile_data) = world.get::<TilemapChunkTileData>(entity) else { warn!("TilemapChunkIndices not found for tilemap chunk {}", entity); return; }; let expected_tile_data_length = chunk_size.element_product() as usize; if tile_data.len() != expected_tile_data_length { warn!( "Invalid tile data length for tilemap chunk {} of size {}. Expected {}, got {}", entity, chunk_size, expected_tile_data_length, tile_data.len(), ); return; } let packed_tile_data: Vec<PackedTileData> = tile_data.0.iter().map(|&tile| tile.into()).collect(); let tile_data_image = make_chunk_tile_data_image(&chunk_size, &packed_tile_data); let tilemap_chunk_mesh_cache = world.resource::<TilemapChunkMeshCache>(); let mesh_size = chunk_size * tilemap_chunk.tile_display_size; let mesh = if let Some(mesh) = tilemap_chunk_mesh_cache.get(&mesh_size) { mesh.clone() } else { let mut meshes = world.resource_mut::<Assets<Mesh>>(); meshes.add(Rectangle::from_size(mesh_size.as_vec2())) }; let mut images = world.resource_mut::<Assets<Image>>(); let tile_data = images.add(tile_data_image); let mut materials = world.resource_mut::<Assets<TilemapChunkMaterial>>(); let material = materials.add(TilemapChunkMaterial { tileset, tile_data, alpha_mode, }); world .commands() .entity(entity) .insert((Mesh2d(mesh), MeshMaterial2d(material))); } pub fn update_tilemap_chunk_indices( query: Query< ( Entity, &TilemapChunk, &TilemapChunkTileData, &MeshMaterial2d<TilemapChunkMaterial>, ), Changed<TilemapChunkTileData>, >, mut materials: ResMut<Assets<TilemapChunkMaterial>>, mut images: ResMut<Assets<Image>>, ) { for (chunk_entity, TilemapChunk { chunk_size, .. }, tile_data, material) in query { let expected_tile_data_length = chunk_size.element_product() as usize; if tile_data.len() != expected_tile_data_length { warn!( "Invalid TilemapChunkTileData length for tilemap chunk {} of size {}. Expected {}, got {}", chunk_entity, chunk_size, tile_data.len(), expected_tile_data_length ); continue; } let packed_tile_data: Vec<PackedTileData> = tile_data.0.iter().map(|&tile| tile.into()).collect(); // Getting the material mutably to trigger change detection let Some(material) = materials.get_mut(material.id()) else { warn!( "TilemapChunkMaterial not found for tilemap chunk {}", chunk_entity ); continue; }; let Some(tile_data_image) = images.get_mut(&material.tile_data) else { warn!( "TilemapChunkMaterial tile data image not found for tilemap chunk {}", chunk_entity ); continue; }; let Some(data) = tile_data_image.data.as_mut() else { warn!( "TilemapChunkMaterial tile data image data not found for tilemap chunk {}", chunk_entity ); continue; }; data.clear(); data.extend_from_slice(bytemuck::cast_slice(&packed_tile_data)); } } impl TilemapChunkTileData { pub fn tile_data_from_tile_pos( &self, tilemap_size: UVec2, position: UVec2, ) -> Option<&TileData> { self.0 .get(tilemap_size.x as usize * position.y as usize + position.x as usize) .and_then(|opt| opt.as_ref()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/lib.rs
crates/bevy_mesh/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] extern crate alloc; extern crate core; mod components; mod conversions; mod index; mod mesh; #[cfg(feature = "bevy_mikktspace")] mod mikktspace; #[cfg(feature = "morph")] pub mod morph; pub mod primitives; pub mod skinning; mod vertex; use bevy_app::{App, Plugin, PostUpdate}; use bevy_asset::{AssetApp, AssetEventSystems}; use bevy_ecs::schedule::{IntoScheduleConfigs, SystemSet}; use bitflags::bitflags; pub use components::*; pub use index::*; pub use mesh::*; #[cfg(feature = "bevy_mikktspace")] pub use mikktspace::*; pub use primitives::*; pub use vertex::*; pub use wgpu_types::VertexFormat; /// The mesh prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[cfg(feature = "morph")] pub use crate::morph::MorphWeights; #[doc(hidden)] pub use crate::{primitives::MeshBuilder, primitives::Meshable, Mesh, Mesh2d, Mesh3d}; } bitflags! { /// Our base mesh pipeline key bits start from the highest bit and go /// downward. The PBR mesh pipeline key bits start from the lowest bit and /// go upward. This allows the PBR bits in the downstream crate `bevy_pbr` /// to coexist in the same field without any shifts. #[derive(Clone, Debug)] pub struct BaseMeshPipelineKey: u64 { const MORPH_TARGETS = 1 << (u64::BITS - 1); } } /// Adds [`Mesh`] as an asset. #[derive(Default)] pub struct MeshPlugin; impl Plugin for MeshPlugin { fn build(&self, app: &mut App) { app.init_asset::<Mesh>() .init_asset::<skinning::SkinnedMeshInverseBindposes>() .register_asset_reflect::<Mesh>() .add_systems( PostUpdate, mark_3d_meshes_as_changed_if_their_assets_changed.after(AssetEventSystems), ); } } impl BaseMeshPipelineKey { pub const PRIMITIVE_TOPOLOGY_MASK_BITS: u64 = 0b111; pub const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u64 = (u64::BITS - 1 - Self::PRIMITIVE_TOPOLOGY_MASK_BITS.count_ones()) as u64; pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self { let primitive_topology_bits = ((primitive_topology as u64) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS) << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS; Self::from_bits_retain(primitive_topology_bits) } pub fn primitive_topology(&self) -> PrimitiveTopology { let primitive_topology_bits = (self.bits() >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS; match primitive_topology_bits { x if x == PrimitiveTopology::PointList as u64 => PrimitiveTopology::PointList, x if x == PrimitiveTopology::LineList as u64 => PrimitiveTopology::LineList, x if x == PrimitiveTopology::LineStrip as u64 => PrimitiveTopology::LineStrip, x if x == PrimitiveTopology::TriangleList as u64 => PrimitiveTopology::TriangleList, x if x == PrimitiveTopology::TriangleStrip as u64 => PrimitiveTopology::TriangleStrip, _ => PrimitiveTopology::default(), } } } /// `bevy_render::mesh::inherit_weights` runs in this `SystemSet` #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub struct InheritWeightSystems;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/index.rs
crates/bevy_mesh/src/index.rs
use bevy_reflect::Reflect; use core::iter; use core::iter::FusedIterator; #[cfg(feature = "serialize")] use serde::{Deserialize, Serialize}; use thiserror::Error; use wgpu_types::IndexFormat; use crate::MeshAccessError; /// A disjunction of four iterators. This is necessary to have a well-formed type for the output /// of [`Mesh::triangles`](super::Mesh::triangles), which produces iterators of four different types depending on the /// branch taken. pub(crate) enum FourIterators<A, B, C, D> { First(A), Second(B), Third(C), Fourth(D), } impl<A, B, C, D, I> Iterator for FourIterators<A, B, C, D> where A: Iterator<Item = I>, B: Iterator<Item = I>, C: Iterator<Item = I>, D: Iterator<Item = I>, { type Item = I; fn next(&mut self) -> Option<Self::Item> { match self { FourIterators::First(iter) => iter.next(), FourIterators::Second(iter) => iter.next(), FourIterators::Third(iter) => iter.next(), FourIterators::Fourth(iter) => iter.next(), } } fn size_hint(&self) -> (usize, Option<usize>) { match self { FourIterators::First(iter) => iter.size_hint(), FourIterators::Second(iter) => iter.size_hint(), FourIterators::Third(iter) => iter.size_hint(), FourIterators::Fourth(iter) => iter.size_hint(), } } } /// An error that occurred while trying to invert the winding of a [`Mesh`](super::Mesh). #[derive(Debug, Error)] pub enum MeshWindingInvertError { /// This error occurs when you try to invert the winding for a mesh with [`PrimitiveTopology::PointList`](super::PrimitiveTopology::PointList). #[error("Mesh winding inversion does not work for primitive topology `PointList`")] WrongTopology, /// This error occurs when you try to invert the winding for a mesh with /// * [`PrimitiveTopology::TriangleList`](super::PrimitiveTopology::TriangleList), but the indices are not in chunks of 3. /// * [`PrimitiveTopology::LineList`](super::PrimitiveTopology::LineList), but the indices are not in chunks of 2. #[error("Indices weren't in chunks according to topology")] AbruptIndicesEnd, #[error("Mesh access error: {0}")] MeshAccessError(#[from] MeshAccessError), } /// An error that occurred while trying to extract a collection of triangles from a [`Mesh`](super::Mesh). #[derive(Debug, Error)] pub enum MeshTrianglesError { #[error("Source mesh does not have primitive topology TriangleList or TriangleStrip")] WrongTopology, #[error("Source mesh position data is not Float32x3")] PositionsFormat, #[error("Face index data references vertices that do not exist")] BadIndices, #[error("mesh access error: {0}")] MeshAccessError(#[from] MeshAccessError), } /// An array of indices into the [`VertexAttributeValues`](super::VertexAttributeValues) for a mesh. /// /// It describes the order in which the vertex attributes should be joined into faces. #[derive(Debug, Clone, Reflect, PartialEq)] #[reflect(Clone)] #[cfg_attr(feature = "serialize", derive(Serialize, Deserialize))] pub enum Indices { U16(Vec<u16>), U32(Vec<u32>), } impl Indices { /// Returns an iterator over the indices. pub fn iter(&self) -> impl Iterator<Item = usize> + '_ { match self { Indices::U16(vec) => IndicesIter::U16(vec.iter()), Indices::U32(vec) => IndicesIter::U32(vec.iter()), } } /// Returns the number of indices. pub fn len(&self) -> usize { match self { Indices::U16(vec) => vec.len(), Indices::U32(vec) => vec.len(), } } /// Returns `true` if there are no indices. pub fn is_empty(&self) -> bool { match self { Indices::U16(vec) => vec.is_empty(), Indices::U32(vec) => vec.is_empty(), } } /// Add an index. If the index is greater than `u16::MAX`, /// the storage will be converted to `u32`. pub fn push(&mut self, index: u32) { self.extend([index]); } } /// Extend the indices with indices from an iterator. /// Semantically equivalent to calling [`push`](Indices::push) for each element in the iterator, /// but more efficient. impl Extend<u32> for Indices { fn extend<T: IntoIterator<Item = u32>>(&mut self, iter: T) { let mut iter = iter.into_iter(); match self { Indices::U32(indices) => indices.extend(iter), Indices::U16(indices) => { indices.reserve(iter.size_hint().0); while let Some(index) = iter.next() { match u16::try_from(index) { Ok(index) => indices.push(index), Err(_) => { let new_vec = indices .iter() .map(|&index| u32::from(index)) .chain(iter::once(index)) .chain(iter) .collect::<Vec<u32>>(); *self = Indices::U32(new_vec); break; } } } } } } } /// An Iterator for the [`Indices`]. enum IndicesIter<'a> { U16(core::slice::Iter<'a, u16>), U32(core::slice::Iter<'a, u32>), } impl Iterator for IndicesIter<'_> { type Item = usize; fn next(&mut self) -> Option<Self::Item> { match self { IndicesIter::U16(iter) => iter.next().map(|val| *val as usize), IndicesIter::U32(iter) => iter.next().map(|val| *val as usize), } } fn size_hint(&self) -> (usize, Option<usize>) { match self { IndicesIter::U16(iter) => iter.size_hint(), IndicesIter::U32(iter) => iter.size_hint(), } } } impl<'a> ExactSizeIterator for IndicesIter<'a> {} impl<'a> FusedIterator for IndicesIter<'a> {} impl From<&Indices> for IndexFormat { fn from(indices: &Indices) -> Self { match indices { Indices::U16(_) => IndexFormat::Uint16, Indices::U32(_) => IndexFormat::Uint32, } } } #[cfg(test)] mod tests { use crate::Indices; use wgpu_types::IndexFormat; #[test] fn test_indices_push() { let mut indices = Indices::U16(Vec::new()); indices.push(10); assert_eq!(IndexFormat::Uint16, IndexFormat::from(&indices)); assert_eq!(vec![10], indices.iter().collect::<Vec<_>>()); // Add a value that is too large for `u16` so the storage should be converted to `U32`. indices.push(0x10000); assert_eq!(IndexFormat::Uint32, IndexFormat::from(&indices)); assert_eq!(vec![10, 0x10000], indices.iter().collect::<Vec<_>>()); indices.push(20); indices.push(0x20000); assert_eq!(IndexFormat::Uint32, IndexFormat::from(&indices)); assert_eq!( vec![10, 0x10000, 20, 0x20000], indices.iter().collect::<Vec<_>>() ); } #[test] fn test_indices_extend() { let mut indices = Indices::U16(Vec::new()); indices.extend([10, 11]); assert_eq!(IndexFormat::Uint16, IndexFormat::from(&indices)); assert_eq!(vec![10, 11], indices.iter().collect::<Vec<_>>()); // Add a value that is too large for `u16` so the storage should be converted to `U32`. indices.extend([12, 0x10013, 0x10014]); assert_eq!(IndexFormat::Uint32, IndexFormat::from(&indices)); assert_eq!( vec![10, 11, 12, 0x10013, 0x10014], indices.iter().collect::<Vec<_>>() ); indices.extend([15, 0x10016]); assert_eq!(IndexFormat::Uint32, IndexFormat::from(&indices)); assert_eq!( vec![10, 11, 12, 0x10013, 0x10014, 15, 0x10016], indices.iter().collect::<Vec<_>>() ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/skinning.rs
crates/bevy_mesh/src/skinning.rs
use bevy_asset::{AsAssetId, Asset, AssetId, Handle}; use bevy_ecs::{component::Component, entity::Entity, prelude::ReflectComponent}; use bevy_math::Mat4; use bevy_reflect::prelude::*; use core::ops::Deref; #[derive(Component, Debug, Default, Clone, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct SkinnedMesh { pub inverse_bindposes: Handle<SkinnedMeshInverseBindposes>, #[entities] pub joints: Vec<Entity>, } impl AsAssetId for SkinnedMesh { type Asset = SkinnedMeshInverseBindposes; // We implement this so that `AssetChanged` will work to pick up any changes // to `SkinnedMeshInverseBindposes`. fn as_asset_id(&self) -> AssetId<Self::Asset> { self.inverse_bindposes.id() } } #[derive(Asset, TypePath, Debug)] pub struct SkinnedMeshInverseBindposes(Box<[Mat4]>); impl From<Vec<Mat4>> for SkinnedMeshInverseBindposes { fn from(value: Vec<Mat4>) -> Self { Self(value.into_boxed_slice()) } } impl Deref for SkinnedMeshInverseBindposes { type Target = [Mat4]; fn deref(&self) -> &Self::Target { &self.0 } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/morph.rs
crates/bevy_mesh/src/morph.rs
use super::Mesh; use bevy_asset::{Handle, RenderAssetUsages}; use bevy_ecs::prelude::*; use bevy_image::Image; use bevy_math::Vec3; use bevy_reflect::prelude::*; use bytemuck::{Pod, Zeroable}; use thiserror::Error; use wgpu_types::{Extent3d, TextureDimension, TextureFormat}; const MAX_TEXTURE_WIDTH: u32 = 2048; // NOTE: "component" refers to the element count of math objects, // Vec3 has 3 components, Mat2 has 4 components. const MAX_COMPONENTS: u32 = MAX_TEXTURE_WIDTH * MAX_TEXTURE_WIDTH; /// Max target count available for [morph targets](MorphWeights). pub const MAX_MORPH_WEIGHTS: usize = 256; #[derive(Error, Clone, Debug)] pub enum MorphBuildError { #[error( "Too many vertex×components in morph target, max is {MAX_COMPONENTS}, \ got {vertex_count}×{component_count} = {}", *vertex_count * *component_count as usize )] TooManyAttributes { vertex_count: usize, component_count: u32, }, #[error( "Bevy only supports up to {} morph targets (individual poses), tried to \ create a model with {target_count} morph targets", MAX_MORPH_WEIGHTS )] TooManyTargets { target_count: usize }, } /// An image formatted for use with [`MorphWeights`] for rendering the morph target. #[derive(Debug)] pub struct MorphTargetImage(pub Image); impl MorphTargetImage { /// Generate textures for each morph target. /// /// This accepts an "iterator of [`MorphAttributes`] iterators". Each item iterated in the top level /// iterator corresponds "the attributes of a specific morph target". /// /// Each pixel of the texture is a component of morph target animated /// attributes. So a set of 9 pixels is this morph's displacement for /// position, normal and tangents of a single vertex (each taking 3 pixels). pub fn new( targets: impl ExactSizeIterator<Item = impl Iterator<Item = MorphAttributes>>, vertex_count: usize, asset_usage: RenderAssetUsages, ) -> Result<Self, MorphBuildError> { let max = MAX_TEXTURE_WIDTH; let target_count = targets.len(); if target_count > MAX_MORPH_WEIGHTS { return Err(MorphBuildError::TooManyTargets { target_count }); } let component_count = (vertex_count * MorphAttributes::COMPONENT_COUNT) as u32; let Some((Rect(width, height), padding)) = lowest_2d(component_count, max) else { return Err(MorphBuildError::TooManyAttributes { vertex_count, component_count, }); }; let data = targets .flat_map(|mut attributes| { let layer_byte_count = (padding + component_count) as usize * size_of::<f32>(); let mut buffer = Vec::with_capacity(layer_byte_count); for _ in 0..vertex_count { let Some(to_add) = attributes.next() else { break; }; buffer.extend_from_slice(bytemuck::bytes_of(&to_add)); } // Pad each layer so that they fit width * height buffer.extend(core::iter::repeat_n(0, padding as usize * size_of::<f32>())); debug_assert_eq!(buffer.len(), layer_byte_count); buffer }) .collect(); let extents = Extent3d { width, height, depth_or_array_layers: target_count as u32, }; let image = Image::new( extents, TextureDimension::D3, data, TextureFormat::R32Float, asset_usage, ); Ok(MorphTargetImage(image)) } } /// Controls the [morph targets] for all child [`Mesh3d`](crate::Mesh3d) entities. In most cases, [`MorphWeights`] should be considered /// the "source of truth" when writing morph targets for meshes. However you can choose to write child [`MeshMorphWeights`] /// if your situation requires more granularity. Just note that if you set [`MorphWeights`], it will overwrite child /// [`MeshMorphWeights`] values. /// /// This exists because Bevy's [`Mesh`] corresponds to a _single_ surface / material, whereas morph targets /// as defined in the GLTF spec exist on "multi-primitive meshes" (where each primitive is its own surface with its own material). /// Therefore in Bevy [`MorphWeights`] an a parent entity are the "canonical weights" from a GLTF perspective, which then /// synchronized to child [`Mesh3d`](crate::Mesh3d) / [`MeshMorphWeights`] (which correspond to "primitives" / "surfaces" from a GLTF perspective). /// /// Add this to the parent of one or more [`Entities`](`Entity`) with a [`Mesh3d`](crate::Mesh3d) with a [`MeshMorphWeights`]. /// /// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation #[derive(Reflect, Default, Debug, Clone, Component)] #[reflect(Debug, Component, Default, Clone)] pub struct MorphWeights { weights: Vec<f32>, /// The first mesh primitive assigned to these weights first_mesh: Option<Handle<Mesh>>, } impl MorphWeights { pub fn new( weights: Vec<f32>, first_mesh: Option<Handle<Mesh>>, ) -> Result<Self, MorphBuildError> { if weights.len() > MAX_MORPH_WEIGHTS { let target_count = weights.len(); return Err(MorphBuildError::TooManyTargets { target_count }); } Ok(MorphWeights { weights, first_mesh, }) } /// The first child [`Mesh3d`](crate::Mesh3d) primitive controlled by these weights. /// This can be used to look up metadata information such as [`Mesh::morph_target_names`]. pub fn first_mesh(&self) -> Option<&Handle<Mesh>> { self.first_mesh.as_ref() } pub fn weights(&self) -> &[f32] { &self.weights } pub fn weights_mut(&mut self) -> &mut [f32] { &mut self.weights } } /// Control a specific [`Mesh`] instance's [morph targets]. These control the weights of /// specific "mesh primitives" in scene formats like GLTF. They can be set manually, but /// in most cases they should "automatically" synced by setting the [`MorphWeights`] component /// on a parent entity. /// /// See [`MorphWeights`] for more details on Bevy's morph target implementation. /// /// Add this to an [`Entity`] with a [`Mesh3d`](crate::Mesh3d) with a [`MorphAttributes`] set /// to control individual weights of each morph target. /// /// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation #[derive(Reflect, Default, Debug, Clone, Component)] #[reflect(Debug, Component, Default, Clone)] pub struct MeshMorphWeights { weights: Vec<f32>, } impl MeshMorphWeights { pub fn new(weights: Vec<f32>) -> Result<Self, MorphBuildError> { if weights.len() > MAX_MORPH_WEIGHTS { let target_count = weights.len(); return Err(MorphBuildError::TooManyTargets { target_count }); } Ok(MeshMorphWeights { weights }) } pub fn weights(&self) -> &[f32] { &self.weights } pub fn weights_mut(&mut self) -> &mut [f32] { &mut self.weights } pub fn clear_weights(&mut self) { self.weights.clear(); } pub fn extend_weights(&mut self, weights: &[f32]) { self.weights.extend(weights); } } /// Attributes **differences** used for morph targets. /// /// See [`MorphTargetImage`] for more information. #[derive(Copy, Clone, PartialEq, Pod, Zeroable, Default)] #[repr(C)] pub struct MorphAttributes { /// The vertex position difference between base mesh and this target. pub position: Vec3, /// The vertex normal difference between base mesh and this target. pub normal: Vec3, /// The vertex tangent difference between base mesh and this target. /// /// Note that tangents are a `Vec4`, but only the `xyz` components are /// animated, as the `w` component is the sign and cannot be animated. pub tangent: Vec3, } impl From<[Vec3; 3]> for MorphAttributes { fn from([position, normal, tangent]: [Vec3; 3]) -> Self { MorphAttributes { position, normal, tangent, } } } impl MorphAttributes { /// How many components `MorphAttributes` has. /// /// Each `Vec3` has 3 components, we have 3 `Vec3`, for a total of 9. pub const COMPONENT_COUNT: usize = 9; pub fn new(position: Vec3, normal: Vec3, tangent: Vec3) -> Self { MorphAttributes { position, normal, tangent, } } } struct Rect(u32, u32); /// Find the smallest rectangle of maximum edge size `max_edge` that contains /// at least `min_includes` cells. `u32` is how many extra cells the rectangle /// has. /// /// The following rectangle contains 27 cells, and its longest edge is 9: /// ```text /// ---------------------------- /// |1 |2 |3 |4 |5 |6 |7 |8 |9 | /// ---------------------------- /// |2 | | | | | | | | | /// ---------------------------- /// |3 | | | | | | | | | /// ---------------------------- /// ``` /// /// Returns `None` if `max_edge` is too small to build a rectangle /// containing `min_includes` cells. fn lowest_2d(min_includes: u32, max_edge: u32) -> Option<(Rect, u32)> { (1..=max_edge) .filter_map(|a| { let b = min_includes.div_ceil(a); let diff = (a * b).checked_sub(min_includes)?; Some((Rect(a, b), diff)) }) .filter_map(|(rect, diff)| (rect.1 <= max_edge).then_some((rect, diff))) .min_by_key(|(_, diff)| *diff) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/mesh.rs
crates/bevy_mesh/src/mesh.rs
use bevy_transform::components::Transform; pub use wgpu_types::PrimitiveTopology; use super::{ triangle_area_normal, triangle_normal, FourIterators, Indices, MeshAttributeData, MeshTrianglesError, MeshVertexAttribute, MeshVertexAttributeId, MeshVertexBufferLayout, MeshVertexBufferLayoutRef, MeshVertexBufferLayouts, MeshWindingInvertError, VertexAttributeValues, VertexBufferLayout, }; #[cfg(feature = "serialize")] use crate::SerializedMeshAttributeData; use alloc::collections::BTreeMap; #[cfg(feature = "morph")] use bevy_asset::Handle; use bevy_asset::{Asset, RenderAssetUsages}; #[cfg(feature = "morph")] use bevy_image::Image; use bevy_math::{bounding::Aabb3d, primitives::Triangle3d, *}; #[cfg(feature = "serialize")] use bevy_platform::collections::HashMap; use bevy_reflect::Reflect; use bytemuck::cast_slice; #[cfg(feature = "serialize")] use serde::{Deserialize, Serialize}; use thiserror::Error; use tracing::warn; use wgpu_types::{VertexAttribute, VertexFormat, VertexStepMode}; pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0; pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10; /// Error from accessing mesh vertex attributes or indices #[derive(Error, Debug, Clone)] pub enum MeshAccessError { #[error("The mesh vertex/index data has been extracted to the RenderWorld (via `Mesh::asset_usage`)")] ExtractedToRenderWorld, #[error("The requested mesh data wasn't found in this mesh")] NotFound, } const MESH_EXTRACTED_ERROR: &str = "Mesh has been extracted to RenderWorld. To access vertex attributes, the mesh `asset_usage` must include `MAIN_WORLD`"; // storage for extractable data with access methods which return errors if the // contents have already been extracted #[derive(Debug, Clone, PartialEq, Reflect, Default)] enum MeshExtractableData<T> { Data(T), #[default] NoData, ExtractedToRenderWorld, } impl<T> MeshExtractableData<T> { // get a reference to internal data. returns error if data has been extracted, or if no // data exists fn as_ref(&self) -> Result<&T, MeshAccessError> { match self { MeshExtractableData::Data(data) => Ok(data), MeshExtractableData::NoData => Err(MeshAccessError::NotFound), MeshExtractableData::ExtractedToRenderWorld => { Err(MeshAccessError::ExtractedToRenderWorld) } } } // get an optional reference to internal data. returns error if data has been extracted fn as_ref_option(&self) -> Result<Option<&T>, MeshAccessError> { match self { MeshExtractableData::Data(data) => Ok(Some(data)), MeshExtractableData::NoData => Ok(None), MeshExtractableData::ExtractedToRenderWorld => { Err(MeshAccessError::ExtractedToRenderWorld) } } } // get a mutable reference to internal data. returns error if data has been extracted, // or if no data exists fn as_mut(&mut self) -> Result<&mut T, MeshAccessError> { match self { MeshExtractableData::Data(data) => Ok(data), MeshExtractableData::NoData => Err(MeshAccessError::NotFound), MeshExtractableData::ExtractedToRenderWorld => { Err(MeshAccessError::ExtractedToRenderWorld) } } } // get an optional mutable reference to internal data. returns error if data has been extracted fn as_mut_option(&mut self) -> Result<Option<&mut T>, MeshAccessError> { match self { MeshExtractableData::Data(data) => Ok(Some(data)), MeshExtractableData::NoData => Ok(None), MeshExtractableData::ExtractedToRenderWorld => { Err(MeshAccessError::ExtractedToRenderWorld) } } } // extract data and replace self with `ExtractedToRenderWorld`. returns error if // data has been extracted fn extract(&mut self) -> Result<MeshExtractableData<T>, MeshAccessError> { match core::mem::replace(self, MeshExtractableData::ExtractedToRenderWorld) { MeshExtractableData::ExtractedToRenderWorld => { Err(MeshAccessError::ExtractedToRenderWorld) } not_extracted => Ok(not_extracted), } } // replace internal data. returns the existing data, or an error if data has been extracted fn replace( &mut self, data: impl Into<MeshExtractableData<T>>, ) -> Result<Option<T>, MeshAccessError> { match core::mem::replace(self, data.into()) { MeshExtractableData::ExtractedToRenderWorld => { *self = MeshExtractableData::ExtractedToRenderWorld; Err(MeshAccessError::ExtractedToRenderWorld) } MeshExtractableData::Data(t) => Ok(Some(t)), MeshExtractableData::NoData => Ok(None), } } } impl<T> From<Option<T>> for MeshExtractableData<T> { fn from(value: Option<T>) -> Self { match value { Some(data) => MeshExtractableData::Data(data), None => MeshExtractableData::NoData, } } } /// A 3D object made out of vertices representing triangles, lines, or points, /// with "attribute" values for each vertex. /// /// Meshes can be automatically generated by a bevy `AssetLoader` (generally by loading a `Gltf` file), /// or by converting a [primitive](bevy_math::primitives) using [`into`](Into). /// It is also possible to create one manually. They can be edited after creation. /// /// Meshes can be rendered with a [`Mesh2d`](crate::Mesh2d) and `MeshMaterial2d` /// or [`Mesh3d`](crate::Mesh3d) and `MeshMaterial3d` for 2D and 3D respectively. /// /// A [`Mesh`] in Bevy is equivalent to a "primitive" in the glTF format, for a /// glTF Mesh representation, see `GltfMesh`. /// /// ## Manual creation /// /// The following function will construct a flat mesh, to be rendered with a /// `StandardMaterial` or `ColorMaterial`: /// /// ``` /// # use bevy_mesh::{Mesh, Indices, PrimitiveTopology}; /// # use bevy_asset::RenderAssetUsages; /// fn create_simple_parallelogram() -> Mesh { /// // Create a new mesh using a triangle list topology, where each set of 3 vertices composes a triangle. /// Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default()) /// // Add 4 vertices, each with its own position attribute (coordinate in /// // 3D space), for each of the corners of the parallelogram. /// .with_inserted_attribute( /// Mesh::ATTRIBUTE_POSITION, /// vec![[0.0, 0.0, 0.0], [1.0, 2.0, 0.0], [2.0, 2.0, 0.0], [1.0, 0.0, 0.0]] /// ) /// // Assign a UV coordinate to each vertex. /// .with_inserted_attribute( /// Mesh::ATTRIBUTE_UV_0, /// vec![[0.0, 1.0], [0.5, 0.0], [1.0, 0.0], [0.5, 1.0]] /// ) /// // Assign normals (everything points outwards) /// .with_inserted_attribute( /// Mesh::ATTRIBUTE_NORMAL, /// vec![[0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0]] /// ) /// // After defining all the vertices and their attributes, build each triangle using the /// // indices of the vertices that make it up in a counter-clockwise order. /// .with_inserted_indices(Indices::U32(vec![ /// // First triangle /// 0, 3, 1, /// // Second triangle /// 1, 3, 2 /// ])) /// } /// ``` /// /// You can see how it looks like [here](https://github.com/bevyengine/bevy/blob/main/assets/docs/Mesh.png), /// used in a [`Mesh3d`](crate::Mesh3d) with a square bevy logo texture, with added axis, points, /// lines and text for clarity. /// /// ## Other examples /// /// For further visualization, explanation, and examples, see the built-in Bevy examples, /// and the [implementation of the built-in shapes](https://github.com/bevyengine/bevy/tree/main/crates/bevy_mesh/src/primitives). /// In particular, [generate_custom_mesh](https://github.com/bevyengine/bevy/blob/main/examples/3d/generate_custom_mesh.rs) /// teaches you to access and modify the attributes of a [`Mesh`] after creating it. /// /// ## Common points of confusion /// /// - UV maps in Bevy start at the top-left, see [`ATTRIBUTE_UV_0`](Mesh::ATTRIBUTE_UV_0), /// other APIs can have other conventions, `OpenGL` starts at bottom-left. /// - It is possible and sometimes useful for multiple vertices to have the same /// [position attribute](Mesh::ATTRIBUTE_POSITION) value, /// it's a common technique in 3D modeling for complex UV mapping or other calculations. /// - Bevy performs frustum culling based on the `Aabb` of meshes, which is calculated /// and added automatically for new meshes only. If a mesh is modified, the entity's `Aabb` /// needs to be updated manually or deleted so that it is re-calculated. /// /// ## Use with `StandardMaterial` /// /// To render correctly with `StandardMaterial`, a mesh needs to have properly defined: /// - [`UVs`](Mesh::ATTRIBUTE_UV_0): Bevy needs to know how to map a texture onto the mesh /// (also true for `ColorMaterial`). /// - [`Normals`](Mesh::ATTRIBUTE_NORMAL): Bevy needs to know how light interacts with your mesh. /// [0.0, 0.0, 1.0] is very common for simple flat meshes on the XY plane, /// because simple meshes are smooth and they don't require complex light calculations. /// - Vertex winding order: by default, `StandardMaterial.cull_mode` is `Some(Face::Back)`, /// which means that Bevy would *only* render the "front" of each triangle, which /// is the side of the triangle from where the vertices appear in a *counter-clockwise* order. /// /// ## Remote Inspection /// /// To transmit a [`Mesh`] between two running Bevy apps, e.g. through BRP, use [`SerializedMesh`]. /// This type is only meant for short-term transmission between same versions and should not be stored anywhere. #[derive(Asset, Debug, Clone, Reflect, PartialEq)] #[reflect(Clone)] pub struct Mesh { #[reflect(ignore, clone)] primitive_topology: PrimitiveTopology, /// `std::collections::BTreeMap` with all defined vertex attributes (Positions, Normals, ...) /// for this mesh. Attribute ids to attribute values. /// Uses a [`BTreeMap`] because, unlike `HashMap`, it has a defined iteration order, /// which allows easy stable `VertexBuffers` (i.e. same buffer order) #[reflect(ignore, clone)] attributes: MeshExtractableData<BTreeMap<MeshVertexAttributeId, MeshAttributeData>>, indices: MeshExtractableData<Indices>, #[cfg(feature = "morph")] morph_targets: MeshExtractableData<Handle<Image>>, #[cfg(feature = "morph")] morph_target_names: MeshExtractableData<Vec<String>>, pub asset_usage: RenderAssetUsages, /// Whether or not to build a BLAS for use with `bevy_solari` raytracing. /// /// Note that this is _not_ whether the mesh is _compatible_ with `bevy_solari` raytracing. /// This field just controls whether or not a BLAS gets built for this mesh, assuming that /// the mesh is compatible. /// /// The use case for this field is using lower-resolution proxy meshes for raytracing (to save on BLAS memory usage), /// while using higher-resolution meshes for raster. You can set this field to true for the lower-resolution proxy mesh, /// and to false for the high-resolution raster mesh. /// /// Alternatively, you can use the same mesh for both raster and raytracing, with this field set to true. /// /// Does nothing if not used with `bevy_solari`, or if the mesh is not compatible /// with `bevy_solari` (see `bevy_solari`'s docs). pub enable_raytracing: bool, /// Precomputed min and max extents of the mesh position data. Used mainly for constructing `Aabb`s for frustum culling. /// This data will be set if/when a mesh is extracted to the GPU pub final_aabb: Option<Aabb3d>, } impl Mesh { /// Where the vertex is located in space. Use in conjunction with [`Mesh::insert_attribute`] /// or [`Mesh::with_inserted_attribute`]. /// /// The format of this attribute is [`VertexFormat::Float32x3`]. pub const ATTRIBUTE_POSITION: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3); /// The direction the vertex normal is facing in. /// Use in conjunction with [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`]. /// /// The format of this attribute is [`VertexFormat::Float32x3`]. pub const ATTRIBUTE_NORMAL: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Normal", 1, VertexFormat::Float32x3); /// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`] /// or [`Mesh::with_inserted_attribute`]. /// /// Generally `[0.,0.]` is mapped to the top left of the texture, and `[1.,1.]` to the bottom-right. /// /// By default values outside will be clamped per pixel not for the vertex, /// "stretching" the borders of the texture. /// This behavior can be useful in some cases, usually when the borders have only /// one color, for example a logo, and you want to "extend" those borders. /// /// For different mapping outside of `0..=1` range, /// see [`ImageAddressMode`](bevy_image::ImageAddressMode). /// /// The format of this attribute is [`VertexFormat::Float32x2`]. pub const ATTRIBUTE_UV_0: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2); /// Alternate texture coordinates for the vertex. Use in conjunction with /// [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`]. /// /// Typically, these are used for lightmaps, textures that provide /// precomputed illumination. /// /// The format of this attribute is [`VertexFormat::Float32x2`]. pub const ATTRIBUTE_UV_1: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Uv_1", 3, VertexFormat::Float32x2); /// The direction of the vertex tangent. Used for normal mapping. /// Usually generated with [`generate_tangents`](Mesh::generate_tangents) or /// [`with_generated_tangents`](Mesh::with_generated_tangents). /// /// The format of this attribute is [`VertexFormat::Float32x4`]. pub const ATTRIBUTE_TANGENT: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Tangent", 4, VertexFormat::Float32x4); /// Per vertex coloring. Use in conjunction with [`Mesh::insert_attribute`] /// or [`Mesh::with_inserted_attribute`]. /// /// The format of this attribute is [`VertexFormat::Float32x4`]. pub const ATTRIBUTE_COLOR: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_Color", 5, VertexFormat::Float32x4); /// Per vertex joint transform matrix weight. Use in conjunction with [`Mesh::insert_attribute`] /// or [`Mesh::with_inserted_attribute`]. /// /// The format of this attribute is [`VertexFormat::Float32x4`]. pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_JointWeight", 6, VertexFormat::Float32x4); /// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::insert_attribute`] /// or [`Mesh::with_inserted_attribute`]. /// /// The format of this attribute is [`VertexFormat::Uint16x4`]. pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute = MeshVertexAttribute::new("Vertex_JointIndex", 7, VertexFormat::Uint16x4); /// The first index that can be used for custom vertex attributes. /// Only the attributes with an index below this are used by Bevy. pub const FIRST_AVAILABLE_CUSTOM_ATTRIBUTE: u64 = 8; /// Construct a new mesh. You need to provide a [`PrimitiveTopology`] so that the /// renderer knows how to treat the vertex data. Most of the time this will be /// [`PrimitiveTopology::TriangleList`]. pub fn new(primitive_topology: PrimitiveTopology, asset_usage: RenderAssetUsages) -> Self { Mesh { primitive_topology, attributes: MeshExtractableData::Data(Default::default()), indices: MeshExtractableData::NoData, #[cfg(feature = "morph")] morph_targets: MeshExtractableData::NoData, #[cfg(feature = "morph")] morph_target_names: MeshExtractableData::NoData, asset_usage, enable_raytracing: true, final_aabb: None, } } /// Returns the topology of the mesh. pub fn primitive_topology(&self) -> PrimitiveTopology { self.primitive_topology } /// Sets the data for a vertex attribute (position, normal, etc.). The name will /// often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`]. /// /// `Aabb` of entities with modified mesh are not updated automatically. /// /// # Panics /// Panics when the format of the values does not match the attribute's format. /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_insert_attribute`] #[inline] pub fn insert_attribute( &mut self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, ) { self.try_insert_attribute(attribute, values) .expect(MESH_EXTRACTED_ERROR); } /// Sets the data for a vertex attribute (position, normal, etc.). The name will /// often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`]. /// /// `Aabb` of entities with modified mesh are not updated automatically. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. /// /// # Panics /// Panics when the format of the values does not match the attribute's format. #[inline] pub fn try_insert_attribute( &mut self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, ) -> Result<(), MeshAccessError> { let values = values.into(); let values_format = VertexFormat::from(&values); if values_format != attribute.format { panic!( "Failed to insert attribute. Invalid attribute format for {}. Given format is {values_format:?} but expected {:?}", attribute.name, attribute.format ); } self.attributes .as_mut()? .insert(attribute.id, MeshAttributeData { attribute, values }); Ok(()) } /// Consumes the mesh and returns a mesh with data set for a vertex attribute (position, normal, etc.). /// The name will often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`]. /// /// (Alternatively, you can use [`Mesh::insert_attribute`] to mutate an existing mesh in-place) /// /// `Aabb` of entities with modified mesh are not updated automatically. /// /// # Panics /// Panics when the format of the values does not match the attribute's format. /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_with_inserted_attribute`] #[must_use] #[inline] pub fn with_inserted_attribute( mut self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, ) -> Self { self.insert_attribute(attribute, values); self } /// Consumes the mesh and returns a mesh with data set for a vertex attribute (position, normal, etc.). /// The name will often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`]. /// /// (Alternatively, you can use [`Mesh::insert_attribute`] to mutate an existing mesh in-place) /// /// `Aabb` of entities with modified mesh are not updated automatically. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_with_inserted_attribute( mut self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, ) -> Result<Self, MeshAccessError> { self.try_insert_attribute(attribute, values)?; Ok(self) } /// Removes the data for a vertex attribute /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_remove_attribute`] pub fn remove_attribute( &mut self, attribute: impl Into<MeshVertexAttributeId>, ) -> Option<VertexAttributeValues> { self.attributes .as_mut() .expect(MESH_EXTRACTED_ERROR) .remove(&attribute.into()) .map(|data| data.values) } /// Removes the data for a vertex attribute /// Returns an error if the mesh data has been extracted to `RenderWorld`or /// if the attribute does not exist. pub fn try_remove_attribute( &mut self, attribute: impl Into<MeshVertexAttributeId>, ) -> Result<VertexAttributeValues, MeshAccessError> { Ok(self .attributes .as_mut()? .remove(&attribute.into()) .ok_or(MeshAccessError::NotFound)? .values) } /// Consumes the mesh and returns a mesh without the data for a vertex attribute /// /// (Alternatively, you can use [`Mesh::remove_attribute`] to mutate an existing mesh in-place) /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_with_removed_attribute`] #[must_use] pub fn with_removed_attribute(mut self, attribute: impl Into<MeshVertexAttributeId>) -> Self { self.remove_attribute(attribute); self } /// Consumes the mesh and returns a mesh without the data for a vertex attribute /// /// (Alternatively, you can use [`Mesh::remove_attribute`] to mutate an existing mesh in-place) /// /// Returns an error if the mesh data has been extracted to `RenderWorld`or /// if the attribute does not exist. pub fn try_with_removed_attribute( mut self, attribute: impl Into<MeshVertexAttributeId>, ) -> Result<Self, MeshAccessError> { self.try_remove_attribute(attribute)?; Ok(self) } /// Returns a bool indicating if the attribute is present in this mesh's vertex data. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_contains_attribute`] #[inline] pub fn contains_attribute(&self, id: impl Into<MeshVertexAttributeId>) -> bool { self.attributes .as_ref() .expect(MESH_EXTRACTED_ERROR) .contains_key(&id.into()) } /// Returns a bool indicating if the attribute is present in this mesh's vertex data. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_contains_attribute( &self, id: impl Into<MeshVertexAttributeId>, ) -> Result<bool, MeshAccessError> { Ok(self.attributes.as_ref()?.contains_key(&id.into())) } /// Retrieves the data currently set to the vertex attribute with the specified [`MeshVertexAttributeId`]. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_attribute`] or [`Mesh::try_attribute_option`] #[inline] pub fn attribute( &self, id: impl Into<MeshVertexAttributeId>, ) -> Option<&VertexAttributeValues> { self.try_attribute_option(id).expect(MESH_EXTRACTED_ERROR) } /// Retrieves the data currently set to the vertex attribute with the specified [`MeshVertexAttributeId`]. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`or /// if the attribute does not exist. #[inline] pub fn try_attribute( &self, id: impl Into<MeshVertexAttributeId>, ) -> Result<&VertexAttributeValues, MeshAccessError> { self.try_attribute_option(id)? .ok_or(MeshAccessError::NotFound) } /// Retrieves the data currently set to the vertex attribute with the specified [`MeshVertexAttributeId`]. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_attribute_option( &self, id: impl Into<MeshVertexAttributeId>, ) -> Result<Option<&VertexAttributeValues>, MeshAccessError> { Ok(self .attributes .as_ref()? .get(&id.into()) .map(|data| &data.values)) } /// Retrieves the full data currently set to the vertex attribute with the specified [`MeshVertexAttributeId`]. #[inline] pub(crate) fn try_attribute_data( &self, id: impl Into<MeshVertexAttributeId>, ) -> Result<Option<&MeshAttributeData>, MeshAccessError> { Ok(self.attributes.as_ref()?.get(&id.into())) } /// Retrieves the data currently set to the vertex attribute with the specified `name` mutably. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_attribute_mut`] #[inline] pub fn attribute_mut( &mut self, id: impl Into<MeshVertexAttributeId>, ) -> Option<&mut VertexAttributeValues> { self.try_attribute_mut_option(id) .expect(MESH_EXTRACTED_ERROR) } /// Retrieves the data currently set to the vertex attribute with the specified `name` mutably. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`or /// if the attribute does not exist. #[inline] pub fn try_attribute_mut( &mut self, id: impl Into<MeshVertexAttributeId>, ) -> Result<&mut VertexAttributeValues, MeshAccessError> { self.try_attribute_mut_option(id)? .ok_or(MeshAccessError::NotFound) } /// Retrieves the data currently set to the vertex attribute with the specified `name` mutably. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_attribute_mut_option( &mut self, id: impl Into<MeshVertexAttributeId>, ) -> Result<Option<&mut VertexAttributeValues>, MeshAccessError> { Ok(self .attributes .as_mut()? .get_mut(&id.into()) .map(|data| &mut data.values)) } /// Returns an iterator that yields references to the data of each vertex attribute. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_attributes`] pub fn attributes( &self, ) -> impl Iterator<Item = (&MeshVertexAttribute, &VertexAttributeValues)> { self.try_attributes().expect(MESH_EXTRACTED_ERROR) } /// Returns an iterator that yields references to the data of each vertex attribute. /// Returns an error if data has been extracted to `RenderWorld` pub fn try_attributes( &self, ) -> Result<impl Iterator<Item = (&MeshVertexAttribute, &VertexAttributeValues)>, MeshAccessError> { Ok(self .attributes .as_ref()? .values() .map(|data| (&data.attribute, &data.values))) } /// Returns an iterator that yields mutable references to the data of each vertex attribute. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_attributes_mut`] pub fn attributes_mut( &mut self, ) -> impl Iterator<Item = (&MeshVertexAttribute, &mut VertexAttributeValues)> { self.try_attributes_mut().expect(MESH_EXTRACTED_ERROR) } /// Returns an iterator that yields mutable references to the data of each vertex attribute. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. pub fn try_attributes_mut( &mut self, ) -> Result< impl Iterator<Item = (&MeshVertexAttribute, &mut VertexAttributeValues)>, MeshAccessError, > { Ok(self .attributes .as_mut()? .values_mut() .map(|data| (&data.attribute, &mut data.values))) } /// Sets the vertex indices of the mesh. They describe how triangles are constructed out of the /// vertex attributes and are therefore only useful for the [`PrimitiveTopology`] variants /// that use triangles. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_insert_indices`] #[inline] pub fn insert_indices(&mut self, indices: Indices) { self.indices .replace(Some(indices)) .expect(MESH_EXTRACTED_ERROR); } /// Sets the vertex indices of the mesh. They describe how triangles are constructed out of the /// vertex attributes and are therefore only useful for the [`PrimitiveTopology`] variants /// that use triangles. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_insert_indices(&mut self, indices: Indices) -> Result<(), MeshAccessError> { self.indices.replace(Some(indices))?; Ok(()) } /// Consumes the mesh and returns a mesh with the given vertex indices. They describe how triangles /// are constructed out of the vertex attributes and are therefore only useful for the /// [`PrimitiveTopology`] variants that use triangles. /// /// (Alternatively, you can use [`Mesh::insert_indices`] to mutate an existing mesh in-place) /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_with_inserted_indices`] #[must_use] #[inline] pub fn with_inserted_indices(mut self, indices: Indices) -> Self { self.insert_indices(indices); self } /// Consumes the mesh and returns a mesh with the given vertex indices. They describe how triangles /// are constructed out of the vertex attributes and are therefore only useful for the /// [`PrimitiveTopology`] variants that use triangles. /// /// (Alternatively, you can use [`Mesh::try_insert_indices`] to mutate an existing mesh in-place) /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_with_inserted_indices(mut self, indices: Indices) -> Result<Self, MeshAccessError> { self.try_insert_indices(indices)?; Ok(self) } /// Retrieves the vertex `indices` of the mesh, returns None if not found. /// /// # Panics /// Panics when the mesh data has already been extracted to `RenderWorld`. To handle /// this as an error use [`Mesh::try_indices`] #[inline] pub fn indices(&self) -> Option<&Indices> { self.indices.as_ref_option().expect(MESH_EXTRACTED_ERROR) } /// Retrieves the vertex `indices` of the mesh. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`or /// if the attribute does not exist. #[inline] pub fn try_indices(&self) -> Result<&Indices, MeshAccessError> { self.indices.as_ref() } /// Retrieves the vertex `indices` of the mesh, returns None if not found. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_indices_option(&self) -> Result<Option<&Indices>, MeshAccessError> { self.indices.as_ref_option() } /// Retrieves the vertex `indices` of the mesh mutably. #[inline] pub fn indices_mut(&mut self) -> Option<&mut Indices> { self.try_indices_mut_option().expect(MESH_EXTRACTED_ERROR) } /// Retrieves the vertex `indices` of the mesh mutably. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_indices_mut(&mut self) -> Result<&mut Indices, MeshAccessError> { self.indices.as_mut() } /// Retrieves the vertex `indices` of the mesh mutably. /// /// Returns an error if the mesh data has been extracted to `RenderWorld`. #[inline] pub fn try_indices_mut_option(&mut self) -> Result<Option<&mut Indices>, MeshAccessError> {
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/conversions.rs
crates/bevy_mesh/src/conversions.rs
//! These implementations allow you to //! convert `std::vec::Vec<T>` to `VertexAttributeValues::T` and back. //! //! # Examples //! //! ``` //! use bevy_mesh::VertexAttributeValues; //! //! // creating std::vec::Vec //! let buffer = vec![[0_u32; 4]; 10]; //! //! // converting std::vec::Vec to bevy_mesh::VertexAttributeValues //! let values = VertexAttributeValues::from(buffer.clone()); //! //! // converting bevy_mesh::VertexAttributeValues to std::vec::Vec with two ways //! let result_into: Vec<[u32; 4]> = values.clone().try_into().unwrap(); //! let result_from: Vec<[u32; 4]> = Vec::try_from(values.clone()).unwrap(); //! //! // getting an error when trying to convert incorrectly //! let error: Result<Vec<u32>, _> = values.try_into(); //! //! assert_eq!(buffer, result_into); //! assert_eq!(buffer, result_from); //! assert!(error.is_err()); //! ``` use super::VertexAttributeValues; use bevy_math::{IVec2, IVec3, IVec4, UVec2, UVec3, UVec4, Vec2, Vec3, Vec3A, Vec4}; use thiserror::Error; #[derive(Debug, Clone, Error)] #[error("cannot convert VertexAttributeValues::{variant} to {into}")] pub struct FromVertexAttributeError { from: VertexAttributeValues, variant: &'static str, into: &'static str, } impl FromVertexAttributeError { fn new<T: 'static>(from: VertexAttributeValues) -> Self { Self { variant: from.enum_variant_name(), into: core::any::type_name::<T>(), from, } } } macro_rules! impl_from { ($from:ty, $variant:tt) => { impl From<Vec<$from>> for VertexAttributeValues { fn from(vec: Vec<$from>) -> Self { VertexAttributeValues::$variant(vec) } } }; } macro_rules! impl_from_into { ($from:ty, $variant:tt) => { impl From<Vec<$from>> for VertexAttributeValues { fn from(vec: Vec<$from>) -> Self { let vec: Vec<_> = vec.into_iter().map(|t| t.into()).collect(); VertexAttributeValues::$variant(vec) } } }; } impl_from!(f32, Float32); impl_from!([f32; 2], Float32x2); impl_from_into!(Vec2, Float32x2); impl_from!([f32; 3], Float32x3); impl_from_into!(Vec3, Float32x3); impl_from_into!(Vec3A, Float32x3); impl_from!([f32; 4], Float32x4); impl_from_into!(Vec4, Float32x4); impl_from!(i32, Sint32); impl_from!([i32; 2], Sint32x2); impl_from_into!(IVec2, Sint32x2); impl_from!([i32; 3], Sint32x3); impl_from_into!(IVec3, Sint32x3); impl_from!([i32; 4], Sint32x4); impl_from_into!(IVec4, Sint32x4); impl_from!(u32, Uint32); impl_from!([u32; 2], Uint32x2); impl_from_into!(UVec2, Uint32x2); impl_from!([u32; 3], Uint32x3); impl_from_into!(UVec3, Uint32x3); impl_from!([u32; 4], Uint32x4); impl_from_into!(UVec4, Uint32x4); macro_rules! impl_try_from { ($into:ty, $($variant:tt), +) => { impl TryFrom<VertexAttributeValues> for Vec<$into> { type Error = FromVertexAttributeError; fn try_from(value: VertexAttributeValues) -> Result<Self, Self::Error> { match value { $(VertexAttributeValues::$variant(value)) |+ => Ok(value), _ => Err(FromVertexAttributeError::new::<Self>(value)), } } } }; } macro_rules! impl_try_from_into { ($into:ty, $($variant:tt), +) => { impl TryFrom<VertexAttributeValues> for Vec<$into> { type Error = FromVertexAttributeError; fn try_from(value: VertexAttributeValues) -> Result<Self, Self::Error> { match value { $(VertexAttributeValues::$variant(value)) |+ => { Ok(value.into_iter().map(|t| t.into()).collect()) } _ => Err(FromVertexAttributeError::new::<Self>(value)), } } } }; } impl_try_from!(f32, Float32); impl_try_from!([f32; 2], Float32x2); impl_try_from_into!(Vec2, Float32x2); impl_try_from!([f32; 3], Float32x3); impl_try_from_into!(Vec3, Float32x3); impl_try_from_into!(Vec3A, Float32x3); impl_try_from!([f32; 4], Float32x4); impl_try_from_into!(Vec4, Float32x4); impl_try_from!(i32, Sint32); impl_try_from!([i32; 2], Sint32x2); impl_try_from_into!(IVec2, Sint32x2); impl_try_from!([i32; 3], Sint32x3); impl_try_from_into!(IVec3, Sint32x3); impl_try_from!([i32; 4], Sint32x4); impl_try_from_into!(IVec4, Sint32x4); impl_try_from!(u32, Uint32); impl_try_from!([u32; 2], Uint32x2); impl_try_from_into!(UVec2, Uint32x2); impl_try_from!([u32; 3], Uint32x3); impl_try_from_into!(UVec3, Uint32x3); impl_try_from!([u32; 4], Uint32x4); impl_try_from_into!(UVec4, Uint32x4); impl_try_from!([i8; 2], Sint8x2, Snorm8x2); impl_try_from!([i8; 4], Sint8x4, Snorm8x4); impl_try_from!([u8; 2], Uint8x2, Unorm8x2); impl_try_from!([u8; 4], Uint8x4, Unorm8x4); impl_try_from!([i16; 2], Sint16x2, Snorm16x2); impl_try_from!([i16; 4], Sint16x4, Snorm16x4); impl_try_from!([u16; 2], Uint16x2, Unorm16x2); impl_try_from!([u16; 4], Uint16x4, Unorm16x4); #[cfg(test)] mod tests { use bevy_math::{IVec2, IVec3, IVec4, UVec2, UVec3, UVec4, Vec2, Vec3, Vec3A, Vec4}; use super::VertexAttributeValues; #[test] fn f32() { let buffer = vec![0.0; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<f32> = values.clone().try_into().unwrap(); let result_from: Vec<f32> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn i32() { let buffer = vec![0; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<i32> = values.clone().try_into().unwrap(); let result_from: Vec<i32> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn u32() { let buffer = vec![0_u32; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<u32> = values.clone().try_into().unwrap(); let result_from: Vec<u32> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<f32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn f32_2() { let buffer = vec![[0.0; 2]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[f32; 2]> = values.clone().try_into().unwrap(); let result_from: Vec<[f32; 2]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn vec2() { let buffer = vec![Vec2::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Float32x2(_))); let result_into: Vec<Vec2> = values.clone().try_into().unwrap(); let result_from: Vec<Vec2> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn i32_2() { let buffer = vec![[0; 2]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[i32; 2]> = values.clone().try_into().unwrap(); let result_from: Vec<[i32; 2]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn ivec2() { let buffer = vec![IVec2::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Sint32x2(_))); let result_into: Vec<IVec2> = values.clone().try_into().unwrap(); let result_from: Vec<IVec2> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn u32_2() { let buffer = vec![[0_u32; 2]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[u32; 2]> = values.clone().try_into().unwrap(); let result_from: Vec<[u32; 2]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn uvec2() { let buffer = vec![UVec2::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Uint32x2(_))); let result_into: Vec<UVec2> = values.clone().try_into().unwrap(); let result_from: Vec<UVec2> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn f32_3() { let buffer = vec![[0.0; 3]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[f32; 3]> = values.clone().try_into().unwrap(); let result_from: Vec<[f32; 3]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn vec3() { let buffer = vec![Vec3::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Float32x3(_))); let result_into: Vec<Vec3> = values.clone().try_into().unwrap(); let result_from: Vec<Vec3> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn vec3a() { let buffer = vec![Vec3A::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Float32x3(_))); let result_into: Vec<Vec3A> = values.clone().try_into().unwrap(); let result_from: Vec<Vec3A> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn i32_3() { let buffer = vec![[0; 3]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[i32; 3]> = values.clone().try_into().unwrap(); let result_from: Vec<[i32; 3]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn ivec3() { let buffer = vec![IVec3::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Sint32x3(_))); let result_into: Vec<IVec3> = values.clone().try_into().unwrap(); let result_from: Vec<IVec3> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn u32_3() { let buffer = vec![[0_u32; 3]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[u32; 3]> = values.clone().try_into().unwrap(); let result_from: Vec<[u32; 3]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn uvec3() { let buffer = vec![UVec3::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Uint32x3(_))); let result_into: Vec<UVec3> = values.clone().try_into().unwrap(); let result_from: Vec<UVec3> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn f32_4() { let buffer = vec![[0.0; 4]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[f32; 4]> = values.clone().try_into().unwrap(); let result_from: Vec<[f32; 4]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn vec4() { let buffer = vec![Vec4::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Float32x4(_))); let result_into: Vec<Vec4> = values.clone().try_into().unwrap(); let result_from: Vec<Vec4> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn i32_4() { let buffer = vec![[0; 4]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[i32; 4]> = values.clone().try_into().unwrap(); let result_from: Vec<[i32; 4]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn ivec4() { let buffer = vec![IVec4::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Sint32x4(_))); let result_into: Vec<IVec4> = values.clone().try_into().unwrap(); let result_from: Vec<IVec4> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn u32_4() { let buffer = vec![[0_u32; 4]; 10]; let values = VertexAttributeValues::from(buffer.clone()); let result_into: Vec<[u32; 4]> = values.clone().try_into().unwrap(); let result_from: Vec<[u32; 4]> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn uvec4() { let buffer = vec![UVec4::ZERO; 10]; let values = VertexAttributeValues::from(buffer.clone()); assert!(matches!(values, VertexAttributeValues::Uint32x4(_))); let result_into: Vec<UVec4> = values.clone().try_into().unwrap(); let result_from: Vec<UVec4> = Vec::try_from(values.clone()).unwrap(); let error: Result<Vec<u32>, _> = values.try_into(); assert_eq!(buffer, result_into); assert_eq!(buffer, result_from); assert!(error.is_err()); } #[test] fn correct_message() { let buffer = vec![[0_u32; 4]; 3]; let values = VertexAttributeValues::from(buffer); let error_result: Result<Vec<u32>, _> = values.try_into(); let Err(error) = error_result else { unreachable!() }; assert_eq!( error.to_string(), "cannot convert VertexAttributeValues::Uint32x4 to alloc::vec::Vec<u32>" ); assert_eq!(format!("{error:?}"), "FromVertexAttributeError { from: Uint32x4([[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]), variant: \"Uint32x4\", into: \"alloc::vec::Vec<u32>\" }"); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/components.rs
crates/bevy_mesh/src/components.rs
use crate::mesh::Mesh; use bevy_asset::{AsAssetId, AssetEvent, AssetId, Handle}; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ change_detection::DetectChangesMut, component::Component, message::MessageReader, reflect::ReflectComponent, system::Query, }; use bevy_platform::{collections::HashSet, hash::FixedHasher}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_transform::components::Transform; use derive_more::derive::From; /// A component for 2D meshes. Requires a [`MeshMaterial2d`] to be rendered, commonly using a [`ColorMaterial`]. /// /// [`MeshMaterial2d`]: <https://docs.rs/bevy/latest/bevy/prelude/struct.MeshMaterial2d.html> /// [`ColorMaterial`]: <https://docs.rs/bevy/latest/bevy/prelude/struct.ColorMaterial.html> /// /// # Example /// /// ```ignore /// # use bevy_sprite::{ColorMaterial, MeshMaterial2d}; /// # use bevy_ecs::prelude::*; /// # use bevy_mesh::{Mesh, Mesh2d}; /// # use bevy_color::palettes::basic::RED; /// # use bevy_asset::Assets; /// # use bevy_math::primitives::Circle; /// # /// // Spawn an entity with a mesh using `ColorMaterial`. /// fn setup( /// mut commands: Commands, /// mut meshes: ResMut<Assets<Mesh>>, /// mut materials: ResMut<Assets<ColorMaterial>>, /// ) { /// commands.spawn(( /// Mesh2d(meshes.add(Circle::new(50.0))), /// MeshMaterial2d(materials.add(ColorMaterial::from_color(RED))), /// )); /// } /// ``` #[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)] #[reflect(Component, Default, Clone, PartialEq)] #[require(Transform)] pub struct Mesh2d(pub Handle<Mesh>); impl From<Mesh2d> for AssetId<Mesh> { fn from(mesh: Mesh2d) -> Self { mesh.id() } } impl From<&Mesh2d> for AssetId<Mesh> { fn from(mesh: &Mesh2d) -> Self { mesh.id() } } impl AsAssetId for Mesh2d { type Asset = Mesh; fn as_asset_id(&self) -> AssetId<Self::Asset> { self.id() } } /// A component for 3D meshes. Requires a [`MeshMaterial3d`] to be rendered, commonly using a [`StandardMaterial`]. /// /// [`MeshMaterial3d`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.MeshMaterial3d.html> /// [`StandardMaterial`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html> /// /// # Example /// /// ```ignore /// # use bevy_pbr::{Material, MeshMaterial3d, StandardMaterial}; /// # use bevy_ecs::prelude::*; /// # use bevy_mesh::{Mesh, Mesh3d}; /// # use bevy_color::palettes::basic::RED; /// # use bevy_asset::Assets; /// # use bevy_math::primitives::Capsule3d; /// # /// // Spawn an entity with a mesh using `StandardMaterial`. /// fn setup( /// mut commands: Commands, /// mut meshes: ResMut<Assets<Mesh>>, /// mut materials: ResMut<Assets<StandardMaterial>>, /// ) { /// commands.spawn(( /// Mesh3d(meshes.add(Capsule3d::default())), /// MeshMaterial3d(materials.add(StandardMaterial { /// base_color: RED.into(), /// ..Default::default() /// })), /// )); /// } /// ``` #[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)] #[reflect(Component, Default, Clone, PartialEq)] #[require(Transform)] pub struct Mesh3d(pub Handle<Mesh>); impl From<Mesh3d> for AssetId<Mesh> { fn from(mesh: Mesh3d) -> Self { mesh.id() } } impl From<&Mesh3d> for AssetId<Mesh> { fn from(mesh: &Mesh3d) -> Self { mesh.id() } } impl AsAssetId for Mesh3d { type Asset = Mesh; fn as_asset_id(&self) -> AssetId<Self::Asset> { self.id() } } /// A system that marks a [`Mesh3d`] as changed if the associated [`Mesh`] asset /// has changed. /// /// This is needed because the systems that extract meshes, such as /// `extract_meshes_for_gpu_building`, write some metadata about the mesh (like /// the location within each slab) into the GPU structures that they build that /// needs to be kept up to date if the contents of the mesh change. pub fn mark_3d_meshes_as_changed_if_their_assets_changed( mut meshes_3d: Query<&mut Mesh3d>, mut mesh_asset_events: MessageReader<AssetEvent<Mesh>>, ) { let mut changed_meshes: HashSet<AssetId<Mesh>, FixedHasher> = HashSet::default(); for mesh_asset_event in mesh_asset_events.read() { if let AssetEvent::Modified { id } = mesh_asset_event { changed_meshes.insert(*id); } } if changed_meshes.is_empty() { return; } for mut mesh_3d in &mut meshes_3d { if changed_meshes.contains(&mesh_3d.0.id()) { mesh_3d.set_changed(); } } } /// A component that stores an arbitrary index used to identify the mesh instance when rendering. #[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq)] #[reflect(Component, Default, Clone, PartialEq)] pub struct MeshTag(pub u32);
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/mikktspace.rs
crates/bevy_mesh/src/mikktspace.rs
use crate::MeshAccessError; use super::{Indices, Mesh, VertexAttributeValues}; use thiserror::Error; use wgpu_types::{PrimitiveTopology, VertexFormat}; struct MikktspaceGeometryHelper<'a> { indices: Option<&'a Indices>, positions: &'a Vec<[f32; 3]>, normals: &'a Vec<[f32; 3]>, uvs: &'a Vec<[f32; 2]>, tangents: Vec<[f32; 4]>, } impl MikktspaceGeometryHelper<'_> { fn index(&self, face: usize, vert: usize) -> usize { let index_index = face * 3 + vert; match self.indices { Some(Indices::U16(indices)) => indices[index_index] as usize, Some(Indices::U32(indices)) => indices[index_index] as usize, None => index_index, } } } impl bevy_mikktspace::Geometry for MikktspaceGeometryHelper<'_> { fn num_faces(&self) -> usize { self.indices .map(Indices::len) .unwrap_or_else(|| self.positions.len()) / 3 } fn num_vertices_of_face(&self, _: usize) -> usize { 3 } fn position(&self, face: usize, vert: usize) -> [f32; 3] { self.positions[self.index(face, vert)] } fn normal(&self, face: usize, vert: usize) -> [f32; 3] { self.normals[self.index(face, vert)] } fn tex_coord(&self, face: usize, vert: usize) -> [f32; 2] { self.uvs[self.index(face, vert)] } fn set_tangent( &mut self, tangent_space: Option<bevy_mikktspace::TangentSpace>, face: usize, vert: usize, ) { let idx = self.index(face, vert); self.tangents[idx] = tangent_space.unwrap_or_default().tangent_encoded(); } } #[derive(Error, Debug)] /// Failed to generate tangents for the mesh. pub enum GenerateTangentsError { #[error("cannot generate tangents for {0:?}")] UnsupportedTopology(PrimitiveTopology), #[error("missing indices")] MissingIndices, #[error("missing vertex attributes '{0}'")] MissingVertexAttribute(&'static str), #[error("the '{0}' vertex attribute should have {1:?} format")] InvalidVertexAttributeFormat(&'static str, VertexFormat), #[error("mesh not suitable for tangent generation")] MikktspaceError(#[from] bevy_mikktspace::GenerateTangentSpaceError), #[error("Mesh access error: {0}")] MeshAccessError(#[from] MeshAccessError), } pub(crate) fn generate_tangents_for_mesh( mesh: &Mesh, ) -> Result<Vec<[f32; 4]>, GenerateTangentsError> { match mesh.primitive_topology() { PrimitiveTopology::TriangleList => {} other => return Err(GenerateTangentsError::UnsupportedTopology(other)), }; let positions = mesh.try_attribute_option(Mesh::ATTRIBUTE_POSITION)?.ok_or( GenerateTangentsError::MissingVertexAttribute(Mesh::ATTRIBUTE_POSITION.name), )?; let VertexAttributeValues::Float32x3(positions) = positions else { return Err(GenerateTangentsError::InvalidVertexAttributeFormat( Mesh::ATTRIBUTE_POSITION.name, VertexFormat::Float32x3, )); }; let normals = mesh.try_attribute_option(Mesh::ATTRIBUTE_NORMAL)?.ok_or( GenerateTangentsError::MissingVertexAttribute(Mesh::ATTRIBUTE_NORMAL.name), )?; let VertexAttributeValues::Float32x3(normals) = normals else { return Err(GenerateTangentsError::InvalidVertexAttributeFormat( Mesh::ATTRIBUTE_NORMAL.name, VertexFormat::Float32x3, )); }; let uvs = mesh.try_attribute_option(Mesh::ATTRIBUTE_UV_0)?.ok_or( GenerateTangentsError::MissingVertexAttribute(Mesh::ATTRIBUTE_UV_0.name), )?; let VertexAttributeValues::Float32x2(uvs) = uvs else { return Err(GenerateTangentsError::InvalidVertexAttributeFormat( Mesh::ATTRIBUTE_UV_0.name, VertexFormat::Float32x2, )); }; let len = positions.len(); let tangents = vec![[0., 0., 0., 0.]; len]; let mut mikktspace_mesh = MikktspaceGeometryHelper { indices: mesh.try_indices_option()?, positions, normals, uvs, tangents, }; bevy_mikktspace::generate_tangents(&mut mikktspace_mesh)?; // mikktspace seems to assume left-handedness so we can flip the sign to correct for this for tangent in &mut mikktspace_mesh.tangents { tangent[3] = -tangent[3]; } Ok(mikktspace_mesh.tangents) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/vertex.rs
crates/bevy_mesh/src/vertex.rs
use alloc::sync::Arc; use bevy_derive::EnumVariantMeta; use bevy_ecs::resource::Resource; use bevy_math::Vec3; #[cfg(feature = "serialize")] use bevy_platform::collections::HashMap; use bevy_platform::collections::HashSet; use bytemuck::cast_slice; use core::hash::{Hash, Hasher}; #[cfg(feature = "serialize")] use serde::{Deserialize, Serialize}; use thiserror::Error; use wgpu_types::{BufferAddress, VertexAttribute, VertexFormat, VertexStepMode}; #[derive(Debug, Clone, Copy, PartialEq)] pub struct MeshVertexAttribute { /// The friendly name of the vertex attribute pub name: &'static str, /// The _unique_ id of the vertex attribute. This will also determine sort ordering /// when generating vertex buffers. Built-in / standard attributes will use "close to zero" /// indices. When in doubt, use a random / very large u64 to avoid conflicts. pub id: MeshVertexAttributeId, /// The format of the vertex attribute. pub format: VertexFormat, } #[cfg(feature = "serialize")] #[derive(Debug, Clone, Serialize, Deserialize)] pub(crate) struct SerializedMeshVertexAttribute { pub(crate) name: String, pub(crate) id: MeshVertexAttributeId, pub(crate) format: VertexFormat, } #[cfg(feature = "serialize")] impl SerializedMeshVertexAttribute { pub(crate) fn from_mesh_vertex_attribute(attribute: MeshVertexAttribute) -> Self { Self { name: attribute.name.to_string(), id: attribute.id, format: attribute.format, } } pub(crate) fn try_into_mesh_vertex_attribute( self, possible_attributes: &HashMap<Box<str>, MeshVertexAttribute>, ) -> Option<MeshVertexAttribute> { let attr = possible_attributes.get(self.name.as_str())?; if attr.id == self.id { Some(*attr) } else { None } } } impl MeshVertexAttribute { pub const fn new(name: &'static str, id: u64, format: VertexFormat) -> Self { Self { name, id: MeshVertexAttributeId(id), format, } } pub const fn at_shader_location(&self, shader_location: u32) -> VertexAttributeDescriptor { VertexAttributeDescriptor::new(shader_location, self.id, self.name) } } #[derive(Debug, Copy, Clone, PartialEq, Eq, Ord, PartialOrd, Hash)] #[cfg_attr(feature = "serialize", derive(Serialize, Deserialize))] pub struct MeshVertexAttributeId(u64); impl From<MeshVertexAttribute> for MeshVertexAttributeId { fn from(attribute: MeshVertexAttribute) -> Self { attribute.id } } #[derive(Debug, Clone, Hash, Eq, PartialEq)] pub struct MeshVertexBufferLayout { pub(crate) attribute_ids: Vec<MeshVertexAttributeId>, pub(crate) layout: VertexBufferLayout, } impl MeshVertexBufferLayout { pub fn new(attribute_ids: Vec<MeshVertexAttributeId>, layout: VertexBufferLayout) -> Self { Self { attribute_ids, layout, } } #[inline] pub fn contains(&self, attribute_id: impl Into<MeshVertexAttributeId>) -> bool { self.attribute_ids.contains(&attribute_id.into()) } #[inline] pub fn attribute_ids(&self) -> &[MeshVertexAttributeId] { &self.attribute_ids } #[inline] pub fn layout(&self) -> &VertexBufferLayout { &self.layout } pub fn get_layout( &self, attribute_descriptors: &[VertexAttributeDescriptor], ) -> Result<VertexBufferLayout, MissingVertexAttributeError> { let mut attributes = Vec::with_capacity(attribute_descriptors.len()); for attribute_descriptor in attribute_descriptors { if let Some(index) = self .attribute_ids .iter() .position(|id| *id == attribute_descriptor.id) { let layout_attribute = &self.layout.attributes[index]; attributes.push(VertexAttribute { format: layout_attribute.format, offset: layout_attribute.offset, shader_location: attribute_descriptor.shader_location, }); } else { return Err(MissingVertexAttributeError { id: attribute_descriptor.id, name: attribute_descriptor.name, pipeline_type: None, }); } } Ok(VertexBufferLayout { array_stride: self.layout.array_stride, step_mode: self.layout.step_mode, attributes, }) } } #[derive(Error, Debug)] #[error("Mesh is missing requested attribute: {name} ({id:?}, pipeline type: {pipeline_type:?})")] pub struct MissingVertexAttributeError { pub pipeline_type: Option<&'static str>, id: MeshVertexAttributeId, name: &'static str, } pub struct VertexAttributeDescriptor { pub shader_location: u32, pub id: MeshVertexAttributeId, name: &'static str, } impl VertexAttributeDescriptor { pub const fn new(shader_location: u32, id: MeshVertexAttributeId, name: &'static str) -> Self { Self { shader_location, id, name, } } } #[derive(Debug, Clone, PartialEq)] pub(crate) struct MeshAttributeData { pub(crate) attribute: MeshVertexAttribute, pub(crate) values: VertexAttributeValues, } #[cfg(feature = "serialize")] #[derive(Debug, Clone, Serialize, Deserialize)] pub(crate) struct SerializedMeshAttributeData { pub(crate) attribute: SerializedMeshVertexAttribute, pub(crate) values: VertexAttributeValues, } #[cfg(feature = "serialize")] impl SerializedMeshAttributeData { pub(crate) fn from_mesh_attribute_data(data: MeshAttributeData) -> Self { Self { attribute: SerializedMeshVertexAttribute::from_mesh_vertex_attribute(data.attribute), values: data.values, } } pub(crate) fn try_into_mesh_attribute_data( self, possible_attributes: &HashMap<Box<str>, MeshVertexAttribute>, ) -> Option<MeshAttributeData> { let attribute = self .attribute .try_into_mesh_vertex_attribute(possible_attributes)?; Some(MeshAttributeData { attribute, values: self.values, }) } } /// Compute a vector whose direction is the normal of the triangle formed by /// points a, b, c, and whose magnitude is double the area of the triangle. This /// is useful for computing smooth normals where the contributing normals are /// proportionate to the areas of the triangles as [discussed /// here](https://iquilezles.org/articles/normals/). /// /// Question: Why double the area? Because the area of a triangle _A_ is /// determined by this equation: /// /// _A = |(b - a) x (c - a)| / 2_ /// /// By computing _2 A_ we avoid a division operation, and when calculating the /// the sum of these vectors which are then normalized, a constant multiple has /// no effect. #[inline] pub fn triangle_area_normal(a: [f32; 3], b: [f32; 3], c: [f32; 3]) -> [f32; 3] { let (a, b, c) = (Vec3::from(a), Vec3::from(b), Vec3::from(c)); (b - a).cross(c - a).into() } /// Compute the normal of a face made of three points: a, b, and c. #[inline] pub fn triangle_normal(a: [f32; 3], b: [f32; 3], c: [f32; 3]) -> [f32; 3] { let (a, b, c) = (Vec3::from(a), Vec3::from(b), Vec3::from(c)); (b - a).cross(c - a).normalize_or_zero().into() } /// Contains an array where each entry describes a property of a single vertex. /// Matches the [`VertexFormats`](VertexFormat). #[derive(Clone, Debug, EnumVariantMeta, PartialEq)] #[cfg_attr(feature = "serialize", derive(Serialize, Deserialize))] pub enum VertexAttributeValues { Float32(Vec<f32>), Sint32(Vec<i32>), Uint32(Vec<u32>), Float32x2(Vec<[f32; 2]>), Sint32x2(Vec<[i32; 2]>), Uint32x2(Vec<[u32; 2]>), Float32x3(Vec<[f32; 3]>), Sint32x3(Vec<[i32; 3]>), Uint32x3(Vec<[u32; 3]>), Float32x4(Vec<[f32; 4]>), Sint32x4(Vec<[i32; 4]>), Uint32x4(Vec<[u32; 4]>), Sint16x2(Vec<[i16; 2]>), Snorm16x2(Vec<[i16; 2]>), Uint16x2(Vec<[u16; 2]>), Unorm16x2(Vec<[u16; 2]>), Sint16x4(Vec<[i16; 4]>), Snorm16x4(Vec<[i16; 4]>), Uint16x4(Vec<[u16; 4]>), Unorm16x4(Vec<[u16; 4]>), Sint8x2(Vec<[i8; 2]>), Snorm8x2(Vec<[i8; 2]>), Uint8x2(Vec<[u8; 2]>), Unorm8x2(Vec<[u8; 2]>), Sint8x4(Vec<[i8; 4]>), Snorm8x4(Vec<[i8; 4]>), Uint8x4(Vec<[u8; 4]>), Unorm8x4(Vec<[u8; 4]>), } impl VertexAttributeValues { /// Returns the number of vertices in this [`VertexAttributeValues`]. For a single /// mesh, all of the [`VertexAttributeValues`] must have the same length. #[expect( clippy::match_same_arms, reason = "Although the `values` binding on some match arms may have matching types, each variant has different semantics; thus it's not guaranteed that they will use the same type forever." )] pub fn len(&self) -> usize { match self { VertexAttributeValues::Float32(values) => values.len(), VertexAttributeValues::Sint32(values) => values.len(), VertexAttributeValues::Uint32(values) => values.len(), VertexAttributeValues::Float32x2(values) => values.len(), VertexAttributeValues::Sint32x2(values) => values.len(), VertexAttributeValues::Uint32x2(values) => values.len(), VertexAttributeValues::Float32x3(values) => values.len(), VertexAttributeValues::Sint32x3(values) => values.len(), VertexAttributeValues::Uint32x3(values) => values.len(), VertexAttributeValues::Float32x4(values) => values.len(), VertexAttributeValues::Sint32x4(values) => values.len(), VertexAttributeValues::Uint32x4(values) => values.len(), VertexAttributeValues::Sint16x2(values) => values.len(), VertexAttributeValues::Snorm16x2(values) => values.len(), VertexAttributeValues::Uint16x2(values) => values.len(), VertexAttributeValues::Unorm16x2(values) => values.len(), VertexAttributeValues::Sint16x4(values) => values.len(), VertexAttributeValues::Snorm16x4(values) => values.len(), VertexAttributeValues::Uint16x4(values) => values.len(), VertexAttributeValues::Unorm16x4(values) => values.len(), VertexAttributeValues::Sint8x2(values) => values.len(), VertexAttributeValues::Snorm8x2(values) => values.len(), VertexAttributeValues::Uint8x2(values) => values.len(), VertexAttributeValues::Unorm8x2(values) => values.len(), VertexAttributeValues::Sint8x4(values) => values.len(), VertexAttributeValues::Snorm8x4(values) => values.len(), VertexAttributeValues::Uint8x4(values) => values.len(), VertexAttributeValues::Unorm8x4(values) => values.len(), } } /// Returns `true` if there are no vertices in this [`VertexAttributeValues`]. pub fn is_empty(&self) -> bool { self.len() == 0 } /// Returns the values as float triples if possible. pub fn as_float3(&self) -> Option<&[[f32; 3]]> { match self { VertexAttributeValues::Float32x3(values) => Some(values), _ => None, } } // TODO: add vertex format as parameter here and perform type conversions /// Flattens the [`VertexAttributeValues`] into a sequence of bytes. This is /// useful for serialization and sending to the GPU. #[expect( clippy::match_same_arms, reason = "Although the `values` binding on some match arms may have matching types, each variant has different semantics; thus it's not guaranteed that they will use the same type forever." )] pub fn get_bytes(&self) -> &[u8] { match self { VertexAttributeValues::Float32(values) => cast_slice(values), VertexAttributeValues::Sint32(values) => cast_slice(values), VertexAttributeValues::Uint32(values) => cast_slice(values), VertexAttributeValues::Float32x2(values) => cast_slice(values), VertexAttributeValues::Sint32x2(values) => cast_slice(values), VertexAttributeValues::Uint32x2(values) => cast_slice(values), VertexAttributeValues::Float32x3(values) => cast_slice(values), VertexAttributeValues::Sint32x3(values) => cast_slice(values), VertexAttributeValues::Uint32x3(values) => cast_slice(values), VertexAttributeValues::Float32x4(values) => cast_slice(values), VertexAttributeValues::Sint32x4(values) => cast_slice(values), VertexAttributeValues::Uint32x4(values) => cast_slice(values), VertexAttributeValues::Sint16x2(values) => cast_slice(values), VertexAttributeValues::Snorm16x2(values) => cast_slice(values), VertexAttributeValues::Uint16x2(values) => cast_slice(values), VertexAttributeValues::Unorm16x2(values) => cast_slice(values), VertexAttributeValues::Sint16x4(values) => cast_slice(values), VertexAttributeValues::Snorm16x4(values) => cast_slice(values), VertexAttributeValues::Uint16x4(values) => cast_slice(values), VertexAttributeValues::Unorm16x4(values) => cast_slice(values), VertexAttributeValues::Sint8x2(values) => cast_slice(values), VertexAttributeValues::Snorm8x2(values) => cast_slice(values), VertexAttributeValues::Uint8x2(values) => cast_slice(values), VertexAttributeValues::Unorm8x2(values) => cast_slice(values), VertexAttributeValues::Sint8x4(values) => cast_slice(values), VertexAttributeValues::Snorm8x4(values) => cast_slice(values), VertexAttributeValues::Uint8x4(values) => cast_slice(values), VertexAttributeValues::Unorm8x4(values) => cast_slice(values), } } } impl From<&VertexAttributeValues> for VertexFormat { fn from(values: &VertexAttributeValues) -> Self { match values { VertexAttributeValues::Float32(_) => VertexFormat::Float32, VertexAttributeValues::Sint32(_) => VertexFormat::Sint32, VertexAttributeValues::Uint32(_) => VertexFormat::Uint32, VertexAttributeValues::Float32x2(_) => VertexFormat::Float32x2, VertexAttributeValues::Sint32x2(_) => VertexFormat::Sint32x2, VertexAttributeValues::Uint32x2(_) => VertexFormat::Uint32x2, VertexAttributeValues::Float32x3(_) => VertexFormat::Float32x3, VertexAttributeValues::Sint32x3(_) => VertexFormat::Sint32x3, VertexAttributeValues::Uint32x3(_) => VertexFormat::Uint32x3, VertexAttributeValues::Float32x4(_) => VertexFormat::Float32x4, VertexAttributeValues::Sint32x4(_) => VertexFormat::Sint32x4, VertexAttributeValues::Uint32x4(_) => VertexFormat::Uint32x4, VertexAttributeValues::Sint16x2(_) => VertexFormat::Sint16x2, VertexAttributeValues::Snorm16x2(_) => VertexFormat::Snorm16x2, VertexAttributeValues::Uint16x2(_) => VertexFormat::Uint16x2, VertexAttributeValues::Unorm16x2(_) => VertexFormat::Unorm16x2, VertexAttributeValues::Sint16x4(_) => VertexFormat::Sint16x4, VertexAttributeValues::Snorm16x4(_) => VertexFormat::Snorm16x4, VertexAttributeValues::Uint16x4(_) => VertexFormat::Uint16x4, VertexAttributeValues::Unorm16x4(_) => VertexFormat::Unorm16x4, VertexAttributeValues::Sint8x2(_) => VertexFormat::Sint8x2, VertexAttributeValues::Snorm8x2(_) => VertexFormat::Snorm8x2, VertexAttributeValues::Uint8x2(_) => VertexFormat::Uint8x2, VertexAttributeValues::Unorm8x2(_) => VertexFormat::Unorm8x2, VertexAttributeValues::Sint8x4(_) => VertexFormat::Sint8x4, VertexAttributeValues::Snorm8x4(_) => VertexFormat::Snorm8x4, VertexAttributeValues::Uint8x4(_) => VertexFormat::Uint8x4, VertexAttributeValues::Unorm8x4(_) => VertexFormat::Unorm8x4, } } } /// Describes how the vertex buffer is interpreted. #[derive(Default, Clone, Debug, Hash, Eq, PartialEq)] pub struct VertexBufferLayout { /// The stride, in bytes, between elements of this buffer. pub array_stride: BufferAddress, /// How often this vertex buffer is "stepped" forward. pub step_mode: VertexStepMode, /// The list of attributes which comprise a single vertex. pub attributes: Vec<VertexAttribute>, } impl VertexBufferLayout { /// Creates a new densely packed [`VertexBufferLayout`] from an iterator of vertex formats. /// Iteration order determines the `shader_location` and `offset` of the [`VertexAttributes`](VertexAttribute). /// The first iterated item will have a `shader_location` and `offset` of zero. /// The `array_stride` is the sum of the size of the iterated [`VertexFormats`](VertexFormat) (in bytes). pub fn from_vertex_formats<T: IntoIterator<Item = VertexFormat>>( step_mode: VertexStepMode, vertex_formats: T, ) -> Self { let mut offset = 0; let mut attributes = Vec::new(); for (shader_location, format) in vertex_formats.into_iter().enumerate() { attributes.push(VertexAttribute { format, offset, shader_location: shader_location as u32, }); offset += format.size(); } VertexBufferLayout { array_stride: offset, step_mode, attributes, } } /// Returns a [`VertexBufferLayout`] with the shader location of every attribute offset by /// `location`. pub fn offset_locations_by(mut self, location: u32) -> Self { self.attributes.iter_mut().for_each(|attr| { attr.shader_location += location; }); self } } /// Describes the layout of the mesh vertices in GPU memory. /// /// At most one copy of a mesh vertex buffer layout ever exists in GPU memory at /// once. Therefore, comparing these for equality requires only a single pointer /// comparison, and this type's [`PartialEq`] and [`Hash`] implementations take /// advantage of this. To that end, this type doesn't implement /// [`bevy_derive::Deref`] or [`bevy_derive::DerefMut`] in order to reduce the /// possibility of accidental deep comparisons, which would be needlessly /// expensive. #[derive(Clone, Debug)] pub struct MeshVertexBufferLayoutRef(pub Arc<MeshVertexBufferLayout>); /// Stores the single copy of each mesh vertex buffer layout. #[derive(Clone, Default, Resource)] pub struct MeshVertexBufferLayouts(HashSet<Arc<MeshVertexBufferLayout>>); impl MeshVertexBufferLayouts { /// Inserts a new mesh vertex buffer layout in the store and returns a /// reference to it, reusing the existing reference if this mesh vertex /// buffer layout was already in the store. pub fn insert(&mut self, layout: MeshVertexBufferLayout) -> MeshVertexBufferLayoutRef { // Because the special `PartialEq` and `Hash` implementations that // compare by pointer are on `MeshVertexBufferLayoutRef`, not on // `Arc<MeshVertexBufferLayout>`, this compares the mesh vertex buffer // structurally, not by pointer. MeshVertexBufferLayoutRef( self.0 .get_or_insert_with(&layout, |layout| Arc::new(layout.clone())) .clone(), ) } } impl PartialEq for MeshVertexBufferLayoutRef { fn eq(&self, other: &Self) -> bool { Arc::ptr_eq(&self.0, &other.0) } } impl Eq for MeshVertexBufferLayoutRef {} impl Hash for MeshVertexBufferLayoutRef { fn hash<H: Hasher>(&self, state: &mut H) { // Hash the address of the underlying data, so two layouts that share the same // `MeshVertexBufferLayout` will have the same hash. (Arc::as_ptr(&self.0) as usize).hash(state); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim2.rs
crates/bevy_mesh/src/primitives/dim2.rs
use core::f32::consts::FRAC_PI_2; use core::mem; use crate::{primitives::dim3::triangle3d, Indices, Mesh, PerimeterSegment, VertexAttributeValues}; use bevy_asset::RenderAssetUsages; use super::{Extrudable, MeshBuilder, Meshable}; use bevy_math::prelude::Polyline2d; use bevy_math::{ ops, primitives::{ Annulus, Capsule2d, Circle, CircularSector, CircularSegment, ConvexPolygon, Ellipse, Primitive2d, Rectangle, RegularPolygon, Rhombus, Ring, Segment2d, Triangle2d, Triangle3d, WindingOrder, }, FloatExt, Vec2, Vec3, }; use bevy_reflect::prelude::*; use wgpu_types::PrimitiveTopology; /// A builder used for creating a [`Mesh`] with a [`Circle`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct CircleMeshBuilder { /// The [`Circle`] shape. pub circle: Circle, /// The number of vertices used for the circle mesh. /// The default is `32`. #[doc(alias = "vertices")] pub resolution: u32, } impl Default for CircleMeshBuilder { fn default() -> Self { Self { circle: Circle::default(), resolution: 32, } } } impl CircleMeshBuilder { /// Creates a new [`CircleMeshBuilder`] from a given radius and vertex count. #[inline] pub const fn new(radius: f32, resolution: u32) -> Self { Self { circle: Circle { radius }, resolution, } } /// Sets the number of vertices used for the circle mesh. #[inline] #[doc(alias = "vertices")] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } } impl MeshBuilder for CircleMeshBuilder { fn build(&self) -> Mesh { Ellipse::new(self.circle.radius, self.circle.radius) .mesh() .resolution(self.resolution) .build() } } impl Extrudable for CircleMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { vec![PerimeterSegment::Smooth { first_normal: Vec2::Y, last_normal: Vec2::Y, indices: (0..self.resolution).chain([0]).collect(), }] } } impl Meshable for Circle { type Output = CircleMeshBuilder; fn mesh(&self) -> Self::Output { CircleMeshBuilder { circle: *self, ..Default::default() } } } impl From<Circle> for Mesh { fn from(circle: Circle) -> Self { circle.mesh().build() } } /// Specifies how to generate UV-mappings for the [`CircularSector`] and [`CircularSegment`] shapes. /// /// Currently the only variant is `Mask`, which is good for showing a portion of a texture that includes /// the entire circle, particularly the same texture will be displayed with different fractions of a /// complete circle. /// /// It's expected that more will be added in the future, such as a variant that causes the texture to be /// scaled to fit the bounding box of the shape, which would be good for packed textures only including the /// portion of the circle that is needed to display. #[derive(Copy, Clone, Debug, PartialEq, Reflect)] #[reflect(Default, Debug, Clone)] #[non_exhaustive] pub enum CircularMeshUvMode { /// Treats the shape as a mask over a circle of equal size and radius, /// with the center of the circle at the center of the texture. Mask { /// Angle by which to rotate the shape when generating the UV map. angle: f32, }, } impl Default for CircularMeshUvMode { fn default() -> Self { CircularMeshUvMode::Mask { angle: 0.0 } } } /// A builder used for creating a [`Mesh`] with a [`CircularSector`] shape. /// /// The resulting mesh will have a UV-map such that the center of the circle is /// at the center of the texture. #[derive(Clone, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct CircularSectorMeshBuilder { /// The sector shape. pub sector: CircularSector, /// The number of vertices used for the arc portion of the sector mesh. /// The default is `32`. #[doc(alias = "vertices")] pub resolution: u32, /// The UV mapping mode pub uv_mode: CircularMeshUvMode, } impl Default for CircularSectorMeshBuilder { fn default() -> Self { Self { sector: CircularSector::default(), resolution: 32, uv_mode: CircularMeshUvMode::default(), } } } impl CircularSectorMeshBuilder { /// Creates a new [`CircularSectorMeshBuilder`] from a given sector #[inline] pub fn new(sector: CircularSector) -> Self { Self { sector, ..Self::default() } } /// Sets the number of vertices used for the sector mesh. #[inline] #[doc(alias = "vertices")] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } /// Sets the uv mode used for the sector mesh #[inline] pub const fn uv_mode(mut self, uv_mode: CircularMeshUvMode) -> Self { self.uv_mode = uv_mode; self } } impl MeshBuilder for CircularSectorMeshBuilder { fn build(&self) -> Mesh { let resolution = self.resolution as usize; let mut indices = Vec::with_capacity((resolution - 1) * 3); let mut positions = Vec::with_capacity(resolution + 1); let normals = vec![[0.0, 0.0, 1.0]; resolution + 1]; let mut uvs = Vec::with_capacity(resolution + 1); let CircularMeshUvMode::Mask { angle: uv_angle } = self.uv_mode; // Push the center of the circle. positions.push([0.0; 3]); uvs.push([0.5; 2]); let first_angle = FRAC_PI_2 - self.sector.half_angle(); let last_angle = FRAC_PI_2 + self.sector.half_angle(); let last_i = (self.resolution - 1) as f32; for i in 0..self.resolution { let angle = f32::lerp(first_angle, last_angle, i as f32 / last_i); // Compute the vertex let vertex = self.sector.radius() * Vec2::from_angle(angle); // Compute the UV coordinate by taking the modified angle's unit vector, negating the Y axis, and rescaling and centering it at (0.5, 0.5). // We accomplish the Y axis flip by negating the angle. let uv = Vec2::from_angle(-(angle + uv_angle)).mul_add(Vec2::splat(0.5), Vec2::splat(0.5)); positions.push([vertex.x, vertex.y, 0.0]); uvs.push([uv.x, uv.y]); } for i in 1..self.resolution { // Index 0 is the center. indices.extend_from_slice(&[0, i, i + 1]); } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) .with_inserted_indices(Indices::U32(indices)) } } impl Extrudable for CircularSectorMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { let (sin, cos) = ops::sin_cos(self.sector.arc.half_angle); let first_normal = Vec2::new(sin, cos); let last_normal = Vec2::new(-sin, cos); vec![ PerimeterSegment::Flat { indices: vec![self.resolution, 0, 1], }, PerimeterSegment::Smooth { first_normal, last_normal, indices: (1..=self.resolution).collect(), }, ] } } impl Meshable for CircularSector { type Output = CircularSectorMeshBuilder; fn mesh(&self) -> Self::Output { CircularSectorMeshBuilder { sector: *self, ..Default::default() } } } impl From<CircularSector> for Mesh { /// Converts this sector into a [`Mesh`] using a default [`CircularSectorMeshBuilder`]. /// /// See the documentation of [`CircularSectorMeshBuilder`] for more details. fn from(sector: CircularSector) -> Self { sector.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`CircularSegment`] shape. /// /// The resulting mesh will have a UV-map such that the center of the circle is /// at the center of the texture. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct CircularSegmentMeshBuilder { /// The segment shape. pub segment: CircularSegment, /// The number of vertices used for the arc portion of the segment mesh. /// The default is `32`. #[doc(alias = "vertices")] pub resolution: u32, /// The UV mapping mode pub uv_mode: CircularMeshUvMode, } impl Default for CircularSegmentMeshBuilder { fn default() -> Self { Self { segment: CircularSegment::default(), resolution: 32, uv_mode: CircularMeshUvMode::default(), } } } impl CircularSegmentMeshBuilder { /// Creates a new [`CircularSegmentMeshBuilder`] from a given segment #[inline] pub fn new(segment: CircularSegment) -> Self { Self { segment, ..Self::default() } } /// Sets the number of vertices used for the segment mesh. #[inline] #[doc(alias = "vertices")] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } /// Sets the uv mode used for the segment mesh #[inline] pub const fn uv_mode(mut self, uv_mode: CircularMeshUvMode) -> Self { self.uv_mode = uv_mode; self } } impl MeshBuilder for CircularSegmentMeshBuilder { fn build(&self) -> Mesh { let resolution = self.resolution as usize; let mut indices = Vec::with_capacity((resolution - 1) * 3); let mut positions = Vec::with_capacity(resolution + 1); let normals = vec![[0.0, 0.0, 1.0]; resolution + 1]; let mut uvs = Vec::with_capacity(resolution + 1); let CircularMeshUvMode::Mask { angle: uv_angle } = self.uv_mode; // Push the center of the chord. let midpoint_vertex = self.segment.chord_midpoint(); positions.push([midpoint_vertex.x, midpoint_vertex.y, 0.0]); // Compute the UV coordinate of the midpoint vertex. // This is similar to the computation inside the loop for the arc vertices, // but the vertex angle is PI/2, and we must scale by the ratio of the apothem to the radius // to correctly position the vertex. let midpoint_uv = Vec2::from_angle(-uv_angle - FRAC_PI_2).mul_add( Vec2::splat(0.5 * (self.segment.apothem() / self.segment.radius())), Vec2::splat(0.5), ); uvs.push([midpoint_uv.x, midpoint_uv.y]); let first_angle = FRAC_PI_2 - self.segment.half_angle(); let last_angle = FRAC_PI_2 + self.segment.half_angle(); let last_i = (self.resolution - 1) as f32; for i in 0..self.resolution { let angle = f32::lerp(first_angle, last_angle, i as f32 / last_i); // Compute the vertex let vertex = self.segment.radius() * Vec2::from_angle(angle); // Compute the UV coordinate by taking the modified angle's unit vector, negating the Y axis, and rescaling and centering it at (0.5, 0.5). // We accomplish the Y axis flip by negating the angle. let uv = Vec2::from_angle(-(angle + uv_angle)).mul_add(Vec2::splat(0.5), Vec2::splat(0.5)); positions.push([vertex.x, vertex.y, 0.0]); uvs.push([uv.x, uv.y]); } for i in 1..self.resolution { // Index 0 is the midpoint of the chord. indices.extend_from_slice(&[0, i, i + 1]); } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) .with_inserted_indices(Indices::U32(indices)) } } impl Extrudable for CircularSegmentMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { let (sin, cos) = ops::sin_cos(self.segment.arc.half_angle); let first_normal = Vec2::new(sin, cos); let last_normal = Vec2::new(-sin, cos); vec![ PerimeterSegment::Flat { indices: vec![self.resolution, 0, 1], }, PerimeterSegment::Smooth { first_normal, last_normal, indices: (1..=self.resolution).collect(), }, ] } } impl Meshable for CircularSegment { type Output = CircularSegmentMeshBuilder; fn mesh(&self) -> Self::Output { CircularSegmentMeshBuilder { segment: *self, ..Default::default() } } } impl From<CircularSegment> for Mesh { /// Converts this sector into a [`Mesh`] using a default [`CircularSegmentMeshBuilder`]. /// /// See the documentation of [`CircularSegmentMeshBuilder`] for more details. fn from(segment: CircularSegment) -> Self { segment.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`ConvexPolygon`] shape. /// /// You must verify that the `vertices` are not concave when constructing this type. You can /// guarantee this by creating a [`ConvexPolygon`] first, then calling [`ConvexPolygon::mesh()`]. #[derive(Clone, Debug, Reflect)] #[reflect(Debug, Clone)] pub struct ConvexPolygonMeshBuilder { pub vertices: Vec<Vec2>, } impl Meshable for ConvexPolygon { type Output = ConvexPolygonMeshBuilder; fn mesh(&self) -> Self::Output { Self::Output { vertices: self.vertices().to_vec(), } } } impl MeshBuilder for ConvexPolygonMeshBuilder { fn build(&self) -> Mesh { let len = self.vertices.len(); let mut indices = Vec::with_capacity((len - 2) * 3); let mut positions = Vec::with_capacity(len); for vertex in &self.vertices { positions.push([vertex.x, vertex.y, 0.0]); } for i in 2..len as u32 { indices.extend_from_slice(&[0, i - 1, i]); } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_indices(Indices::U32(indices)) } } impl Extrudable for ConvexPolygonMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { vec![PerimeterSegment::Flat { indices: (0..self.vertices.len() as u32).chain([0]).collect(), }] } } impl From<ConvexPolygon> for Mesh { fn from(polygon: ConvexPolygon) -> Self { polygon.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`RegularPolygon`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct RegularPolygonMeshBuilder { circumradius: f32, sides: u32, } impl Default for RegularPolygonMeshBuilder { /// Returns the default [`RegularPolygonMeshBuilder`] with six sides (a hexagon) and a circumradius of `0.5`. fn default() -> Self { Self { circumradius: 0.5, sides: 6, } } } impl RegularPolygonMeshBuilder { /// Creates a new [`RegularPolygonMeshBuilder`] from the radius of a circumcircle and a number /// of sides. /// /// # Panics /// /// Panics in debug mode if `circumradius` is negative, or if `sides` is less than 3. pub const fn new(circumradius: f32, sides: u32) -> Self { debug_assert!( circumradius.is_sign_positive(), "polygon has a negative radius" ); debug_assert!(sides > 2, "polygon has less than 3 sides"); Self { circumradius, sides, } } } impl Meshable for RegularPolygon { type Output = RegularPolygonMeshBuilder; fn mesh(&self) -> Self::Output { Self::Output { circumradius: self.circumcircle.radius, sides: self.sides, } } } impl MeshBuilder for RegularPolygonMeshBuilder { fn build(&self) -> Mesh { // The ellipse mesh is just a regular polygon with two radii Ellipse::new(self.circumradius, self.circumradius) .mesh() .resolution(self.sides) .build() } } impl Extrudable for RegularPolygonMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { vec![PerimeterSegment::Flat { indices: (0..self.sides).chain([0]).collect(), }] } } impl From<RegularPolygon> for Mesh { fn from(polygon: RegularPolygon) -> Self { polygon.mesh().build() } } /// A builder used for creating a [`Mesh`] with an [`Ellipse`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct EllipseMeshBuilder { /// The [`Ellipse`] shape. pub ellipse: Ellipse, /// The number of vertices used for the ellipse mesh. /// The default is `32`. #[doc(alias = "vertices")] pub resolution: u32, } impl Default for EllipseMeshBuilder { fn default() -> Self { Self { ellipse: Ellipse::default(), resolution: 32, } } } impl EllipseMeshBuilder { /// Creates a new [`EllipseMeshBuilder`] from a given half width and half height and a vertex count. #[inline] pub const fn new(half_width: f32, half_height: f32, resolution: u32) -> Self { Self { ellipse: Ellipse::new(half_width, half_height), resolution, } } /// Sets the number of vertices used for the ellipse mesh. #[inline] #[doc(alias = "vertices")] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } } impl MeshBuilder for EllipseMeshBuilder { fn build(&self) -> Mesh { let resolution = self.resolution as usize; let mut indices = Vec::with_capacity((resolution - 2) * 3); let mut positions = Vec::with_capacity(resolution); let normals = vec![[0.0, 0.0, 1.0]; resolution]; let mut uvs = Vec::with_capacity(resolution); // Add pi/2 so that there is a vertex at the top (sin is 1.0 and cos is 0.0) let start_angle = FRAC_PI_2; let step = core::f32::consts::TAU / self.resolution as f32; for i in 0..self.resolution { // Compute vertex position at angle theta let theta = start_angle + i as f32 * step; let (sin, cos) = ops::sin_cos(theta); let x = cos * self.ellipse.half_size.x; let y = sin * self.ellipse.half_size.y; positions.push([x, y, 0.0]); uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); } for i in 1..(self.resolution - 1) { indices.extend_from_slice(&[0, i, i + 1]); } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) .with_inserted_indices(Indices::U32(indices)) } } impl Extrudable for EllipseMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { vec![PerimeterSegment::Smooth { first_normal: Vec2::Y, last_normal: Vec2::Y, indices: (0..self.resolution).chain([0]).collect(), }] } } impl Meshable for Ellipse { type Output = EllipseMeshBuilder; fn mesh(&self) -> Self::Output { EllipseMeshBuilder { ellipse: *self, ..Default::default() } } } impl From<Ellipse> for Mesh { fn from(ellipse: Ellipse) -> Self { ellipse.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`Segment2d`]. pub struct Segment2dMeshBuilder { /// The [`Segment2d`] shape. pub segment: Segment2d, } impl Segment2dMeshBuilder { /// Creates a new [`Segment2dMeshBuilder`] from a given segment. #[inline] pub const fn new(line: Segment2d) -> Self { Self { segment: line } } } impl MeshBuilder for Segment2dMeshBuilder { fn build(&self) -> Mesh { let positions = self.segment.vertices.map(|v| v.extend(0.0)).to_vec(); let indices = Indices::U32(vec![0, 1]); Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default()) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_indices(indices) } } impl Meshable for Segment2d { type Output = Segment2dMeshBuilder; fn mesh(&self) -> Self::Output { Segment2dMeshBuilder::new(*self) } } impl From<Segment2d> for Mesh { /// Converts this segment into a [`Mesh`] using a default [`Segment2dMeshBuilder`]. fn from(segment: Segment2d) -> Self { segment.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`Polyline2d`] shape. #[derive(Clone, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Polyline2dMeshBuilder { polyline: Polyline2d, } impl MeshBuilder for Polyline2dMeshBuilder { fn build(&self) -> Mesh { let positions: Vec<_> = self .polyline .vertices .iter() .map(|v| v.extend(0.0)) .collect(); let indices = Indices::U32( (0..self.polyline.vertices.len() as u32 - 1) .flat_map(|i| [i, i + 1]) .collect(), ); Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default()) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) } } impl Meshable for Polyline2d { type Output = Polyline2dMeshBuilder; fn mesh(&self) -> Self::Output { Polyline2dMeshBuilder { polyline: self.clone(), } } } impl From<Polyline2d> for Mesh { fn from(polyline: Polyline2d) -> Self { polyline.mesh().build() } } /// A builder for creating a [`Mesh`] with an [`Annulus`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct AnnulusMeshBuilder { /// The [`Annulus`] shape. pub annulus: Annulus, /// The number of vertices used in constructing each concentric circle of the annulus mesh. /// The default is `32`. pub resolution: u32, } impl Default for AnnulusMeshBuilder { fn default() -> Self { Self { annulus: Annulus::default(), resolution: 32, } } } impl AnnulusMeshBuilder { /// Create an [`AnnulusMeshBuilder`] with the given inner radius, outer radius, and angular vertex count. #[inline] pub fn new(inner_radius: f32, outer_radius: f32, resolution: u32) -> Self { Self { annulus: Annulus::new(inner_radius, outer_radius), resolution, } } /// Sets the number of vertices used in constructing the concentric circles of the annulus mesh. #[inline] pub fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } } impl MeshBuilder for AnnulusMeshBuilder { fn build(&self) -> Mesh { let inner_radius = self.annulus.inner_circle.radius; let outer_radius = self.annulus.outer_circle.radius; let num_vertices = (self.resolution as usize + 1) * 2; let mut indices = Vec::with_capacity(self.resolution as usize * 6); let mut positions = Vec::with_capacity(num_vertices); let mut uvs = Vec::with_capacity(num_vertices); let normals = vec![[0.0, 0.0, 1.0]; num_vertices]; // We have one more set of vertices than might be naïvely expected; // the vertices at `start_angle` are duplicated for the purposes of UV // mapping. Here, each iteration places a pair of vertices at a fixed // angle from the center of the annulus. let start_angle = FRAC_PI_2; let step = core::f32::consts::TAU / self.resolution as f32; for i in 0..=self.resolution { let theta = start_angle + (i % self.resolution) as f32 * step; let (sin, cos) = ops::sin_cos(theta); let inner_pos = [cos * inner_radius, sin * inner_radius, 0.]; let outer_pos = [cos * outer_radius, sin * outer_radius, 0.]; positions.push(inner_pos); positions.push(outer_pos); // The first UV direction is radial and the second is angular; // i.e., a single UV rectangle is stretched around the annulus, with // its top and bottom meeting as the circle closes. Lines of constant // U map to circles, and lines of constant V map to radial line segments. let inner_uv = [0., i as f32 / self.resolution as f32]; let outer_uv = [1., i as f32 / self.resolution as f32]; uvs.push(inner_uv); uvs.push(outer_uv); } // Adjacent pairs of vertices form two triangles with each other; here, // we are just making sure that they both have the right orientation, // which is the CCW order of // `inner_vertex` -> `outer_vertex` -> `next_outer` -> `next_inner` for i in 0..self.resolution { let inner_vertex = 2 * i; let outer_vertex = 2 * i + 1; let next_inner = inner_vertex + 2; let next_outer = outer_vertex + 2; indices.extend_from_slice(&[inner_vertex, outer_vertex, next_outer]); indices.extend_from_slice(&[next_outer, next_inner, inner_vertex]); } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) .with_inserted_indices(Indices::U32(indices)) } } impl Extrudable for AnnulusMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { let vert_count = 2 * self.resolution; vec![ PerimeterSegment::Smooth { first_normal: Vec2::NEG_Y, last_normal: Vec2::NEG_Y, indices: (0..vert_count).step_by(2).chain([0]).rev().collect(), // Inner hole }, PerimeterSegment::Smooth { first_normal: Vec2::Y, last_normal: Vec2::Y, indices: (1..vert_count).step_by(2).chain([1]).collect(), // Outer perimeter }, ] } } impl Meshable for Annulus { type Output = AnnulusMeshBuilder; fn mesh(&self) -> Self::Output { AnnulusMeshBuilder { annulus: *self, ..Default::default() } } } impl From<Annulus> for Mesh { fn from(annulus: Annulus) -> Self { annulus.mesh().build() } } /// A builder for creating a [`Mesh`] with an [`Rhombus`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct RhombusMeshBuilder { half_diagonals: Vec2, } impl Default for RhombusMeshBuilder { /// Returns the default [`RhombusMeshBuilder`] with a half-horizontal and half-vertical diagonal of `0.5`. fn default() -> Self { Self { half_diagonals: Vec2::splat(0.5), } } } impl RhombusMeshBuilder { /// Creates a new [`RhombusMeshBuilder`] from a horizontal and vertical diagonal size. /// /// # Panics /// /// Panics in debug mode if `horizontal_diagonal` or `vertical_diagonal` is negative. pub const fn new(horizontal_diagonal: f32, vertical_diagonal: f32) -> Self { debug_assert!( horizontal_diagonal >= 0.0, "rhombus has a negative horizontal size", ); debug_assert!( vertical_diagonal >= 0.0, "rhombus has a negative vertical size" ); Self { half_diagonals: Vec2::new(horizontal_diagonal / 2.0, vertical_diagonal / 2.0), } } } impl MeshBuilder for RhombusMeshBuilder { fn build(&self) -> Mesh { let [hhd, vhd] = [self.half_diagonals.x, self.half_diagonals.y]; let positions = vec![ [hhd, 0.0, 0.0], [0.0, vhd, 0.0], [-hhd, 0.0, 0.0], [0.0, -vhd, 0.0], ]; let normals = vec![[0.0, 0.0, 1.0]; 4]; let uvs = vec![[1.0, 0.5], [0.5, 0.0], [0.0, 0.5], [0.5, 1.0]]; let indices = Indices::U32(vec![2, 0, 1, 2, 3, 0]); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Extrudable for RhombusMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { vec![PerimeterSegment::Flat { indices: vec![0, 1, 2, 3, 0], }] } } impl Meshable for Rhombus { type Output = RhombusMeshBuilder; fn mesh(&self) -> Self::Output { Self::Output { half_diagonals: self.half_diagonals, } } } impl From<Rhombus> for Mesh { fn from(rhombus: Rhombus) -> Self { rhombus.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`Triangle2d`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Triangle2dMeshBuilder { triangle: Triangle2d, } impl Triangle2dMeshBuilder { /// Creates a new [`Triangle2dMeshBuilder`] from the points `a`, `b`, and `c`. pub const fn new(a: Vec2, b: Vec2, c: Vec2) -> Self { Self { triangle: Triangle2d::new(a, b, c), } } } impl Meshable for Triangle2d { type Output = Triangle2dMeshBuilder; fn mesh(&self) -> Self::Output { Self::Output { triangle: *self } } } impl MeshBuilder for Triangle2dMeshBuilder { fn build(&self) -> Mesh { let vertices_3d = self.triangle.vertices.map(|v| v.extend(0.)); let positions: Vec<_> = vertices_3d.into(); let normals = vec![[0.0, 0.0, 1.0]; 3]; let uvs: Vec<_> = triangle3d::uv_coords(&Triangle3d::new( vertices_3d[0], vertices_3d[1], vertices_3d[2], )) .into(); let is_ccw = self.triangle.winding_order() == WindingOrder::CounterClockwise; let indices = if is_ccw { Indices::U32(vec![0, 1, 2]) } else { Indices::U32(vec![2, 1, 0]) }; Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Extrudable for Triangle2dMeshBuilder { fn perimeter(&self) -> Vec<PerimeterSegment> { let is_ccw = self.triangle.winding_order() == WindingOrder::CounterClockwise; if is_ccw { vec![PerimeterSegment::Flat { indices: vec![0, 1, 2, 0], }] } else { vec![PerimeterSegment::Flat { indices: vec![2, 1, 0, 2], }] } } } impl From<Triangle2d> for Mesh { fn from(triangle: Triangle2d) -> Self { triangle.mesh().build() } } /// A builder used for creating a [`Mesh`] with a [`Rectangle`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct RectangleMeshBuilder { half_size: Vec2, } impl Default for RectangleMeshBuilder { /// Returns the default [`RectangleMeshBuilder`] with a half-width and half-height of `0.5`. fn default() -> Self { Self { half_size: Vec2::splat(0.5), } } } impl RectangleMeshBuilder { /// Creates a new [`RectangleMeshBuilder`] from a full width and height. /// /// # Panics /// /// Panics in debug mode if `width` or `height` is negative. pub const fn new(width: f32, height: f32) -> Self {
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/extrusion.rs
crates/bevy_mesh/src/primitives/extrusion.rs
use bevy_math::{ primitives::{Annulus, Capsule2d, Circle, Ellipse, Extrusion, Primitive2d}, Vec2, Vec3, }; use super::{MeshBuilder, Meshable}; use crate::{Indices, Mesh, PrimitiveTopology, VertexAttributeValues}; /// A type representing a segment of the perimeter of an extrudable mesh. pub enum PerimeterSegment { /// This segment of the perimeter will be shaded smooth. /// /// This has the effect of rendering the segment's faces with softened edges, so it is appropriate for curved shapes. /// /// The normals for the vertices that are part of this segment will be calculated based on the positions of their neighbors. /// Each normal is interpolated between the normals of the two line segments connecting it with its neighbors. /// Closer vertices have a stronger effect on the normal than more distant ones. /// /// Since the vertices corresponding to the first and last indices do not have two neighboring vertices, their normals must be provided manually. Smooth { /// The normal of the first vertex. first_normal: Vec2, /// The normal of the last vertex. last_normal: Vec2, /// A list of indices representing this segment of the perimeter of the mesh. /// /// The `indices` refer to the indices of the vertices generated by the `MeshBuilder` of the underlying 2D primitive. /// For example, a triangle has 3 vertices with indices 0, 1 and 2. /// /// The indices must be ordered such that the *outside* of the mesh is to the right /// when walking along the vertices of the mesh in the order provided by the indices. /// /// For geometry to be rendered, you must provide at least two indices. indices: Vec<u32>, }, /// This segment of the perimeter will be shaded flat. /// /// This has the effect of rendering the segment's faces with hard edges. Flat { /// A list of indices representing this segment of the perimeter of the mesh. /// /// The `indices` refer to the indices of the vertices generated by the `MeshBuilder` of the underlying 2D primitive. /// For example, a triangle has 3 vertices with indices 0, 1 and 2. /// /// The indices must be ordered such that the *outside* of the mesh is to the right /// when walking along the vertices of the mesh in the order provided by indices. /// /// For geometry to be rendered, you must provide at least two indices. indices: Vec<u32>, }, } impl PerimeterSegment { /// Returns the amount of vertices each 'layer' of the extrusion should include for this perimeter segment. /// /// A layer is the set of vertices sharing a common Z value or depth. fn vertices_per_layer(&self) -> u32 { match self { PerimeterSegment::Smooth { indices, .. } => indices.len() as u32, PerimeterSegment::Flat { indices } => 2 * (indices.len() as u32 - 1), } } /// Returns the amount of indices each 'segment' of the extrusion should include for this perimeter segment. /// /// A segment is the set of faces on the mantel of the extrusion between two layers of vertices. fn indices_per_segment(&self) -> usize { match self { PerimeterSegment::Smooth { indices, .. } | PerimeterSegment::Flat { indices } => { 6 * (indices.len() - 1) } } } } /// A trait required for implementing `Meshable` for `Extrusion<T>`. /// /// ## Warning /// /// By implementing this trait you guarantee that the `primitive_topology` of the mesh returned by /// this builder is [`PrimitiveTopology::TriangleList`] /// and that your mesh has a [`Mesh::ATTRIBUTE_POSITION`] attribute. pub trait Extrudable: MeshBuilder { /// A list of the indices each representing a part of the perimeter of the mesh. fn perimeter(&self) -> Vec<PerimeterSegment>; } impl<P> Meshable for Extrusion<P> where P: Primitive2d + Meshable, P::Output: Extrudable, { type Output = ExtrusionBuilder<P>; fn mesh(&self) -> Self::Output { ExtrusionBuilder { base_builder: self.base_shape.mesh(), half_depth: self.half_depth, segments: 1, } } } /// A builder used for creating a [`Mesh`] with an [`Extrusion`] shape. pub struct ExtrusionBuilder<P> where P: Primitive2d + Meshable, P::Output: Extrudable, { pub base_builder: P::Output, pub half_depth: f32, pub segments: usize, } impl<P> ExtrusionBuilder<P> where P: Primitive2d + Meshable, P::Output: Extrudable, { /// Create a new `ExtrusionBuilder<P>` from a given `base_shape` and the full `depth` of the extrusion. pub fn new(base_shape: &P, depth: f32) -> Self { Self { base_builder: base_shape.mesh(), half_depth: depth / 2., segments: 1, } } /// Sets the number of segments along the depth of the extrusion. /// Must be greater than `0` for the geometry of the mantel to be generated. pub fn segments(mut self, segments: usize) -> Self { self.segments = segments; self } /// Apply a function to the inner builder pub fn with_inner(mut self, func: impl Fn(P::Output) -> P::Output) -> Self { self.base_builder = func(self.base_builder); self } } impl ExtrusionBuilder<Circle> { /// Sets the number of vertices used for the circle mesh at each end of the extrusion. pub fn resolution(mut self, resolution: u32) -> Self { self.base_builder.resolution = resolution; self } } impl ExtrusionBuilder<Ellipse> { /// Sets the number of vertices used for the ellipse mesh at each end of the extrusion. pub fn resolution(mut self, resolution: u32) -> Self { self.base_builder.resolution = resolution; self } } impl ExtrusionBuilder<Annulus> { /// Sets the number of vertices used in constructing the concentric circles of the annulus mesh at each end of the extrusion. pub fn resolution(mut self, resolution: u32) -> Self { self.base_builder.resolution = resolution; self } } impl ExtrusionBuilder<Capsule2d> { /// Sets the number of vertices used for each hemicircle at the ends of the extrusion. pub fn resolution(mut self, resolution: u32) -> Self { self.base_builder.resolution = resolution; self } } impl<P> MeshBuilder for ExtrusionBuilder<P> where P: Primitive2d + Meshable, P::Output: Extrudable, { fn build(&self) -> Mesh { // Create and move the base mesh to the front let mut front_face = self.base_builder .build() .translated_by(Vec3::new(0., 0., self.half_depth)); // Move the uvs of the front face to be between (0., 0.) and (0.5, 0.5) if let Some(VertexAttributeValues::Float32x2(uvs)) = front_face.attribute_mut(Mesh::ATTRIBUTE_UV_0) { for uv in uvs { *uv = uv.map(|coord| coord * 0.5); } } let back_face = { let topology = front_face.primitive_topology(); // Flip the normals, etc. and move mesh to the back let mut back_face = front_face.clone().scaled_by(Vec3::new(1., 1., -1.)); // Move the uvs of the back face to be between (0.5, 0.) and (1., 0.5) if let Some(VertexAttributeValues::Float32x2(uvs)) = back_face.attribute_mut(Mesh::ATTRIBUTE_UV_0) { for uv in uvs { *uv = [uv[0] + 0.5, uv[1]]; } } // By swapping the first and second indices of each triangle we invert the winding order thus making the mesh visible from the other side if let Some(indices) = back_face.indices_mut() { match topology { PrimitiveTopology::TriangleList => match indices { Indices::U16(indices) => { indices.chunks_exact_mut(3).for_each(|arr| arr.swap(1, 0)); } Indices::U32(indices) => { indices.chunks_exact_mut(3).for_each(|arr| arr.swap(1, 0)); } }, _ => { panic!("Meshes used with Extrusions must have a primitive topology of `PrimitiveTopology::TriangleList`"); } }; } back_face }; // An extrusion of depth 0 does not need a mantel if self.half_depth == 0. { front_face.merge(&back_face).unwrap(); return front_face; } let mantel = { let Some(VertexAttributeValues::Float32x3(cap_verts)) = front_face.attribute(Mesh::ATTRIBUTE_POSITION) else { panic!("The base mesh did not have vertex positions"); }; debug_assert!(self.segments > 0); let layers = self.segments + 1; let layer_depth_delta = self.half_depth * 2.0 / self.segments as f32; let perimeter = self.base_builder.perimeter(); let (vert_count, index_count) = perimeter .iter() .fold((0, 0), |(verts, indices), perimeter| { ( verts + layers * perimeter.vertices_per_layer() as usize, indices + self.segments * perimeter.indices_per_segment(), ) }); let mut positions = Vec::with_capacity(vert_count); let mut normals = Vec::with_capacity(vert_count); let mut indices = Vec::with_capacity(index_count); let mut uvs = Vec::with_capacity(vert_count); // Compute the amount of horizontal space allocated to each segment of the perimeter. let uv_segment_delta = 1. / perimeter.len() as f32; for (i, segment) in perimeter.into_iter().enumerate() { // The start of the x range of the area of the current perimeter-segment. let uv_start = i as f32 * uv_segment_delta; match segment { PerimeterSegment::Flat { indices: segment_indices, } => { let uv_delta = uv_segment_delta / (segment_indices.len() - 1) as f32; for i in 0..(segment_indices.len() - 1) { let uv_x = uv_start + uv_delta * i as f32; // Get the positions for the current and the next index. let a = cap_verts[segment_indices[i] as usize]; let b = cap_verts[segment_indices[i + 1] as usize]; // Get the index of the next vertex added to the mantel. let index = positions.len() as u32; // Push the positions of the two indices and their equivalent points on each layer. for i in 0..layers { let i = i as f32; let z = a[2] - layer_depth_delta * i; positions.push([a[0], a[1], z]); positions.push([b[0], b[1], z]); // UVs for the mantel are between (0, 0.5) and (1, 1). let uv_y = 0.5 + 0.5 * i / self.segments as f32; uvs.push([uv_x, uv_y]); uvs.push([uv_x + uv_delta, uv_y]); } // The normal is calculated to be the normal of the line segment connecting a and b. let n = Vec3::from_array([b[1] - a[1], a[0] - b[0], 0.]) .normalize_or_zero() .to_array(); normals.extend_from_slice(&vec![n; 2 * layers]); // Add the indices for the vertices created above to the mesh. for i in 0..self.segments as u32 { let base_index = index + 2 * i; indices.extend_from_slice(&[ base_index, base_index + 2, base_index + 1, base_index + 1, base_index + 2, base_index + 3, ]); } } } PerimeterSegment::Smooth { first_normal, last_normal, indices: segment_indices, } => { let uv_delta = uv_segment_delta / (segment_indices.len() - 1) as f32; // Since the indices for this segment will be added after its vertices have been added, // we need to store the index of the first vertex that is part of this segment. let base_index = positions.len() as u32; // If there is a first vertex, we need to add it and its counterparts on each layer. // The normal is provided by `segment.first_normal`. if let Some(i) = segment_indices.first() { let p = cap_verts[*i as usize]; for i in 0..layers { let i = i as f32; let z = p[2] - layer_depth_delta * i; positions.push([p[0], p[1], z]); let uv_y = 0.5 + 0.5 * i / self.segments as f32; uvs.push([uv_start, uv_y]); } normals.extend_from_slice(&vec![ first_normal.extend(0.).to_array(); layers ]); } // For all points inbetween the first and last vertices, we can automatically compute the normals. for i in 1..(segment_indices.len() - 1) { let uv_x = uv_start + uv_delta * i as f32; // Get the positions for the last, current and the next index. let a = cap_verts[segment_indices[i - 1] as usize]; let b = cap_verts[segment_indices[i] as usize]; let c = cap_verts[segment_indices[i + 1] as usize]; // Add the current vertex and its counterparts on each layer. for i in 0..layers { let i = i as f32; let z = b[2] - layer_depth_delta * i; positions.push([b[0], b[1], z]); let uv_y = 0.5 + 0.5 * i / self.segments as f32; uvs.push([uv_x, uv_y]); } // The normal for the current vertices can be calculated based on the two neighboring vertices. // The normal is interpolated between the normals of the two line segments connecting the current vertex with its neighbors. // Closer vertices have a stronger effect on the normal than more distant ones. let n = { let ab = Vec2::from_slice(&b) - Vec2::from_slice(&a); let bc = Vec2::from_slice(&c) - Vec2::from_slice(&b); let n = ab.normalize_or_zero() + bc.normalize_or_zero(); Vec2::new(n.y, -n.x) .normalize_or_zero() .extend(0.) .to_array() }; normals.extend_from_slice(&vec![n; layers]); } // If there is a last vertex, we need to add it and its counterparts on each layer. // The normal is provided by `segment.last_normal`. if let Some(i) = segment_indices.last() { let p = cap_verts[*i as usize]; for i in 0..layers { let i = i as f32; let z = p[2] - layer_depth_delta * i; positions.push([p[0], p[1], z]); let uv_y = 0.5 + 0.5 * i / self.segments as f32; uvs.push([uv_start + uv_segment_delta, uv_y]); } normals.extend_from_slice(&vec![ last_normal.extend(0.).to_array(); layers ]); } let columns = segment_indices.len() as u32; let segments = self.segments as u32; let layers = segments + 1; for s in 0..segments { for column in 0..(columns - 1) { let index = base_index + s + column * layers; indices.extend_from_slice(&[ index, index + 1, index + layers, index + layers, index + 1, index + layers + 1, ]); } } } } } Mesh::new(PrimitiveTopology::TriangleList, front_face.asset_usage) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) }; front_face.merge(&back_face).unwrap(); front_face.merge(&mantel).unwrap(); front_face } } impl<P> From<Extrusion<P>> for Mesh where P: Primitive2d + Meshable, P::Output: Extrudable, { fn from(value: Extrusion<P>) -> Self { value.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/mod.rs
crates/bevy_mesh/src/primitives/mod.rs
//! Mesh generation for [primitive shapes](bevy_math::primitives). //! //! Primitives that support meshing implement the [`Meshable`] trait. //! Calling [`mesh`](Meshable::mesh) will return either a [`Mesh`] or a builder //! that can be used to specify shape-specific configuration for creating the [`Mesh`]. //! //! ``` //! # use bevy_asset::Assets; //! # use bevy_ecs::prelude::ResMut; //! # use bevy_math::prelude::Circle; //! # use bevy_mesh::*; //! # //! # fn setup(mut meshes: ResMut<Assets<Mesh>>) { //! // Create circle mesh with default configuration //! let circle = meshes.add(Circle { radius: 25.0 }); //! //! // Specify number of vertices //! let circle = meshes.add(Circle { radius: 25.0 }.mesh().resolution(64)); //! # } //! ``` mod dim2; pub use dim2::*; mod dim3; pub use dim3::*; mod extrusion; pub use extrusion::*; use super::Mesh; /// A trait for shapes that can be turned into a [`Mesh`]. pub trait Meshable { /// The output of [`Self::mesh`]. This will be a [`MeshBuilder`] used for creating a [`Mesh`]. type Output: MeshBuilder; /// Creates a [`Mesh`] for a shape. fn mesh(&self) -> Self::Output; } /// A trait used to build [`Mesh`]es from a configuration pub trait MeshBuilder { /// Builds a [`Mesh`] based on the configuration in `self`. fn build(&self) -> Mesh; } impl<T: MeshBuilder> From<T> for Mesh { fn from(builder: T) -> Self { builder.build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/torus.rs
crates/bevy_mesh/src/primitives/dim3/torus.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::Torus, Vec3}; use bevy_reflect::prelude::*; use core::ops::RangeInclusive; /// A builder used for creating a [`Mesh`] with a [`Torus`] shape. #[derive(Clone, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct TorusMeshBuilder { /// The [`Torus`] shape. pub torus: Torus, /// The number of vertices used for each circular segment /// in the ring or tube of the torus. /// /// The default is `24`. pub minor_resolution: usize, /// The number of segments used for the main ring of the torus. /// /// A resolution of `4` would make the torus appear rectangular, /// while a resolution of `32` resembles a circular ring. /// /// The default is `32`. pub major_resolution: usize, /// Optional angle range in radians, defaults to a full circle (0.0..=2 * PI) pub angle_range: RangeInclusive<f32>, } impl Default for TorusMeshBuilder { fn default() -> Self { Self { torus: Torus::default(), minor_resolution: 24, major_resolution: 32, angle_range: (0.0..=2.0 * core::f32::consts::PI), } } } impl TorusMeshBuilder { /// Creates a new [`TorusMeshBuilder`] from an inner and outer radius. /// /// The inner radius is the radius of the hole, and the outer radius /// is the radius of the entire object. #[inline] pub fn new(inner_radius: f32, outer_radius: f32) -> Self { Self { torus: Torus::new(inner_radius, outer_radius), ..Default::default() } } /// Sets the number of vertices used for each circular segment /// in the ring or tube of the torus. #[inline] pub const fn minor_resolution(mut self, resolution: usize) -> Self { self.minor_resolution = resolution; self } /// Sets the number of segments used for the main ring of the torus. /// /// A resolution of `4` would make the torus appear rectangular, /// while a resolution of `32` resembles a circular ring. #[inline] pub const fn major_resolution(mut self, resolution: usize) -> Self { self.major_resolution = resolution; self } /// Sets a custom angle range in radians instead of a full circle #[inline] pub const fn angle_range(mut self, range: RangeInclusive<f32>) -> Self { self.angle_range = range; self } } impl MeshBuilder for TorusMeshBuilder { fn build(&self) -> Mesh { // code adapted from http://apparat-engine.blogspot.com/2013/04/procedural-meshes-torus.html let n_vertices = (self.major_resolution + 1) * (self.minor_resolution + 1); let mut positions: Vec<[f32; 3]> = Vec::with_capacity(n_vertices); let mut normals: Vec<[f32; 3]> = Vec::with_capacity(n_vertices); let mut uvs: Vec<[f32; 2]> = Vec::with_capacity(n_vertices); let start_angle = self.angle_range.start(); let end_angle = self.angle_range.end(); let segment_stride = (end_angle - start_angle) / self.major_resolution as f32; let side_stride = 2.0 * core::f32::consts::PI / self.minor_resolution as f32; for segment in 0..=self.major_resolution { let theta = start_angle + segment_stride * segment as f32; for side in 0..=self.minor_resolution { let phi = side_stride * side as f32; let (sin_theta, cos_theta) = ops::sin_cos(theta); let (sin_phi, cos_phi) = ops::sin_cos(phi); let radius = self.torus.major_radius + self.torus.minor_radius * cos_phi; let position = Vec3::new( cos_theta * radius, self.torus.minor_radius * sin_phi, sin_theta * radius, ); let center = Vec3::new( self.torus.major_radius * cos_theta, 0., self.torus.major_radius * sin_theta, ); let normal = (position - center).normalize(); positions.push(position.into()); normals.push(normal.into()); uvs.push([ segment as f32 / self.major_resolution as f32, side as f32 / self.minor_resolution as f32, ]); } } let n_faces = (self.major_resolution) * (self.minor_resolution); let n_triangles = n_faces * 2; let n_indices = n_triangles * 3; let mut indices: Vec<u32> = Vec::with_capacity(n_indices); let n_vertices_per_row = self.minor_resolution + 1; for segment in 0..self.major_resolution { for side in 0..self.minor_resolution { let lt = side + segment * n_vertices_per_row; let rt = (side + 1) + segment * n_vertices_per_row; let lb = side + (segment + 1) * n_vertices_per_row; let rb = (side + 1) + (segment + 1) * n_vertices_per_row; indices.push(lt as u32); indices.push(rt as u32); indices.push(lb as u32); indices.push(rt as u32); indices.push(rb as u32); indices.push(lb as u32); } } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Torus { type Output = TorusMeshBuilder; fn mesh(&self) -> Self::Output { TorusMeshBuilder { torus: *self, ..Default::default() } } } impl From<Torus> for Mesh { fn from(torus: Torus) -> Self { torus.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/conical_frustum.rs
crates/bevy_mesh/src/primitives/dim3/conical_frustum.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::ConicalFrustum, Vec3}; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`ConicalFrustum`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct ConicalFrustumMeshBuilder { /// The [`ConicalFrustum`] shape. pub frustum: ConicalFrustum, /// The number of vertices used for the top and bottom of the conical frustum. /// /// The default is `32`. pub resolution: u32, /// The number of horizontal lines subdividing the lateral surface of the conical frustum. /// /// The default is `1`. pub segments: u32, } impl Default for ConicalFrustumMeshBuilder { fn default() -> Self { Self { frustum: ConicalFrustum::default(), resolution: 32, segments: 1, } } } impl ConicalFrustumMeshBuilder { /// Creates a new [`ConicalFrustumMeshBuilder`] from the given top and bottom radii, a height, /// and a resolution used for the top and bottom. #[inline] pub const fn new(radius_top: f32, radius_bottom: f32, height: f32, resolution: u32) -> Self { Self { frustum: ConicalFrustum { radius_top, radius_bottom, height, }, resolution, segments: 1, } } /// Sets the number of vertices used for the top and bottom of the conical frustum. #[inline] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } /// Sets the number of horizontal lines subdividing the lateral surface of the conical frustum. #[inline] pub const fn segments(mut self, segments: u32) -> Self { self.segments = segments; self } } impl MeshBuilder for ConicalFrustumMeshBuilder { fn build(&self) -> Mesh { debug_assert!(self.resolution > 2); debug_assert!(self.segments > 0); let ConicalFrustum { radius_top, radius_bottom, height, } = self.frustum; let half_height = height / 2.0; let num_rings = self.segments + 1; let num_vertices = (self.resolution * 2 + num_rings * (self.resolution + 1)) as usize; let num_faces = self.resolution * (num_rings - 2); let num_indices = ((2 * num_faces + 2 * (self.resolution - 1) * 2) * 3) as usize; let mut positions = Vec::with_capacity(num_vertices); let mut normals = Vec::with_capacity(num_vertices); let mut uvs = Vec::with_capacity(num_vertices); let mut indices = Vec::with_capacity(num_indices); let step_theta = core::f32::consts::TAU / self.resolution as f32; let step_y = height / self.segments as f32; let step_radius = (radius_top - radius_bottom) / self.segments as f32; // Rings for ring in 0..num_rings { let y = -half_height + ring as f32 * step_y; let radius = radius_bottom + ring as f32 * step_radius; for segment in 0..=self.resolution { let theta = segment as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); positions.push([radius * cos, y, radius * sin]); normals.push( Vec3::new(cos, (radius_bottom - radius_top) / height, sin) .normalize() .to_array(), ); uvs.push([ segment as f32 / self.resolution as f32, ring as f32 / self.segments as f32, ]); } } // Lateral surface for i in 0..self.segments { let ring = i * (self.resolution + 1); let next_ring = (i + 1) * (self.resolution + 1); for j in 0..self.resolution { indices.extend_from_slice(&[ ring + j, next_ring + j, ring + j + 1, next_ring + j, next_ring + j + 1, ring + j + 1, ]); } } // Caps let mut build_cap = |top: bool, radius: f32| { let offset = positions.len() as u32; let (y, normal_y, winding) = if top { (half_height, 1.0, (1, 0)) } else { (-half_height, -1.0, (0, 1)) }; for i in 0..self.resolution { let theta = i as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); positions.push([cos * radius, y, sin * radius]); normals.push([0.0, normal_y, 0.0]); uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); } for i in 1..(self.resolution - 1) { indices.extend_from_slice(&[ offset, offset + i + winding.0, offset + i + winding.1, ]); } }; build_cap(true, radius_top); build_cap(false, radius_bottom); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for ConicalFrustum { type Output = ConicalFrustumMeshBuilder; fn mesh(&self) -> Self::Output { ConicalFrustumMeshBuilder { frustum: *self, ..Default::default() } } } impl From<ConicalFrustum> for Mesh { fn from(frustum: ConicalFrustum) -> Self { frustum.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/cone.rs
crates/bevy_mesh/src/primitives/dim3/cone.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::Cone, Vec3}; use bevy_reflect::prelude::*; /// Anchoring options for [`ConeMeshBuilder`] #[derive(Debug, Copy, Clone, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub enum ConeAnchor { #[default] /// Midpoint between the tip of the cone and the center of its base. MidPoint, /// The Tip of the triangle Tip, /// The center of the base circle Base, } /// A builder used for creating a [`Mesh`] with a [`Cone`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct ConeMeshBuilder { /// The [`Cone`] shape. pub cone: Cone, /// The number of vertices used for the base of the cone. /// /// The default is `32`. pub resolution: u32, /// The anchor point for the cone mesh, defaults to the midpoint between /// the tip of the cone and the center of its base pub anchor: ConeAnchor, } impl Default for ConeMeshBuilder { fn default() -> Self { Self { cone: Cone::default(), resolution: 32, anchor: ConeAnchor::default(), } } } impl ConeMeshBuilder { /// Creates a new [`ConeMeshBuilder`] from a given radius, height, /// and number of vertices used for the base of the cone. #[inline] pub const fn new(radius: f32, height: f32, resolution: u32) -> Self { Self { cone: Cone { radius, height }, resolution, anchor: ConeAnchor::MidPoint, } } /// Sets the number of vertices used for the base of the cone. #[inline] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } /// Sets a custom anchor point for the mesh #[inline] pub const fn anchor(mut self, anchor: ConeAnchor) -> Self { self.anchor = anchor; self } } impl MeshBuilder for ConeMeshBuilder { fn build(&self) -> Mesh { let half_height = self.cone.height / 2.0; // `resolution` vertices for the base, `resolution` vertices for the bottom of the lateral surface, // and one vertex for the tip. let num_vertices = self.resolution as usize * 2 + 1; let num_indices = self.resolution as usize * 6 - 6; let mut positions = Vec::with_capacity(num_vertices); let mut normals = Vec::with_capacity(num_vertices); let mut uvs = Vec::with_capacity(num_vertices); let mut indices = Vec::with_capacity(num_indices); // Tip positions.push([0.0, half_height, 0.0]); // The tip doesn't have a singular normal that works correctly. // We use an invalid normal here so that it becomes NaN in the fragment shader // and doesn't affect the overall shading. This might seem hacky, but it's one of // the only ways to get perfectly smooth cones without creases or other shading artifacts. // // Note that this requires that normals are not normalized in the vertex shader, // as that would make the entire triangle invalid and make the cone appear as black. normals.push([0.0, 0.0, 0.0]); // The UVs of the cone are in polar coordinates, so it's like projecting a circle texture from above. // The center of the texture is at the center of the lateral surface, at the tip of the cone. uvs.push([0.5, 0.5]); // Now we build the lateral surface, the side of the cone. // The vertex normals will be perpendicular to the surface. // // Here we get the slope of a normal and use it for computing // the multiplicative inverse of the length of a vector in the direction // of the normal. This allows us to normalize vertex normals efficiently. let normal_slope = self.cone.radius / self.cone.height; // Equivalent to Vec2::new(1.0, slope).length().recip() let normalization_factor = (1.0 + normal_slope * normal_slope).sqrt().recip(); // How much the angle changes at each step let step_theta = core::f32::consts::TAU / self.resolution as f32; // Add vertices for the bottom of the lateral surface. for segment in 0..self.resolution { let theta = segment as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); // The vertex normal perpendicular to the side let normal = Vec3::new(cos, normal_slope, sin) * normalization_factor; positions.push([self.cone.radius * cos, -half_height, self.cone.radius * sin]); normals.push(normal.to_array()); uvs.push([0.5 + cos * 0.5, 0.5 + sin * 0.5]); } // Add indices for the lateral surface. Each triangle is formed by the tip // and two vertices at the base. for j in 1..self.resolution { indices.extend_from_slice(&[0, j + 1, j]); } // Close the surface with a triangle between the tip, first base vertex, and last base vertex. indices.extend_from_slice(&[0, 1, self.resolution]); // Now we build the actual base of the cone. let index_offset = positions.len() as u32; // Add base vertices. for i in 0..self.resolution { let theta = i as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); positions.push([cos * self.cone.radius, -half_height, sin * self.cone.radius]); normals.push([0.0, -1.0, 0.0]); uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); } // Add base indices. for i in 1..(self.resolution - 1) { indices.extend_from_slice(&[index_offset, index_offset + i, index_offset + i + 1]); } // Offset the vertex positions Y axis to match the anchor match self.anchor { ConeAnchor::Tip => positions.iter_mut().for_each(|p| p[1] -= half_height), ConeAnchor::Base => positions.iter_mut().for_each(|p| p[1] += half_height), ConeAnchor::MidPoint => (), }; Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Cone { type Output = ConeMeshBuilder; fn mesh(&self) -> Self::Output { ConeMeshBuilder { cone: *self, ..Default::default() } } } impl From<Cone> for Mesh { fn from(cone: Cone) -> Self { cone.mesh().build() } } #[cfg(test)] mod tests { use crate::{Mesh, MeshBuilder, Meshable, VertexAttributeValues}; use bevy_math::{primitives::Cone, Vec2}; /// Rounds floats to handle floating point error in tests. fn round_floats<const N: usize>(points: &mut [[f32; N]]) { for point in points.iter_mut() { for coord in point.iter_mut() { let round = (*coord * 100.0).round() / 100.0; if (*coord - round).abs() < 0.00001 { *coord = round; } } } } #[test] fn cone_mesh() { let mut mesh = Cone { radius: 0.5, height: 1.0, } .mesh() .resolution(4) .build(); let Some(VertexAttributeValues::Float32x3(mut positions)) = mesh.remove_attribute(Mesh::ATTRIBUTE_POSITION) else { panic!("Expected positions f32x3"); }; let Some(VertexAttributeValues::Float32x3(mut normals)) = mesh.remove_attribute(Mesh::ATTRIBUTE_NORMAL) else { panic!("Expected normals f32x3"); }; round_floats(&mut positions); round_floats(&mut normals); // Vertex positions assert_eq!( [ // Tip [0.0, 0.5, 0.0], // Lateral surface [0.5, -0.5, 0.0], [0.0, -0.5, 0.5], [-0.5, -0.5, 0.0], [0.0, -0.5, -0.5], // Base [0.5, -0.5, 0.0], [0.0, -0.5, 0.5], [-0.5, -0.5, 0.0], [0.0, -0.5, -0.5], ], &positions[..] ); // Vertex normals let [x, y] = Vec2::new(0.5, -1.0).perp().normalize().to_array(); assert_eq!( &[ // Tip [0.0, 0.0, 0.0], // Lateral surface [x, y, 0.0], [0.0, y, x], [-x, y, 0.0], [0.0, y, -x], // Base [0.0, -1.0, 0.0], [0.0, -1.0, 0.0], [0.0, -1.0, 0.0], [0.0, -1.0, 0.0], ], &normals[..] ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/segment3d.rs
crates/bevy_mesh/src/primitives/dim3/segment3d.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::primitives::Segment3d; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Segment3d`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Segment3dMeshBuilder { segment: Segment3d, } impl MeshBuilder for Segment3dMeshBuilder { fn build(&self) -> Mesh { let positions: Vec<_> = self.segment.vertices.into(); let indices = Indices::U32(vec![0, 1]); Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default()) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) } } impl Meshable for Segment3d { type Output = Segment3dMeshBuilder; fn mesh(&self) -> Self::Output { Segment3dMeshBuilder { segment: *self } } } impl From<Segment3d> for Mesh { fn from(segment: Segment3d) -> Self { segment.mesh().build() } } #[cfg(test)] mod tests { use super::*; use crate::Meshable; use bevy_math::Vec3; #[test] fn segment3d_mesh_builder() { let segment = Segment3d::new(Vec3::ZERO, Vec3::X); let mesh = segment.mesh().build(); assert_eq!(mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap().len(), 2); assert_eq!(mesh.indices().unwrap().len(), 2); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/cuboid.rs
crates/bevy_mesh/src/primitives/dim3/cuboid.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{primitives::Cuboid, Vec3}; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Cuboid`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct CuboidMeshBuilder { half_size: Vec3, } impl Default for CuboidMeshBuilder { /// Returns the default [`CuboidMeshBuilder`] with a width, height, and depth of `1.0`. fn default() -> Self { Self { half_size: Vec3::splat(0.5), } } } impl MeshBuilder for CuboidMeshBuilder { fn build(&self) -> Mesh { let min = -self.half_size; let max = self.half_size; // Suppose Y-up right hand, and camera look from +Z to -Z let vertices = &[ // Front ([min.x, min.y, max.z], [0.0, 0.0, 1.0], [0.0, 0.0]), ([max.x, min.y, max.z], [0.0, 0.0, 1.0], [1.0, 0.0]), ([max.x, max.y, max.z], [0.0, 0.0, 1.0], [1.0, 1.0]), ([min.x, max.y, max.z], [0.0, 0.0, 1.0], [0.0, 1.0]), // Back ([min.x, max.y, min.z], [0.0, 0.0, -1.0], [1.0, 0.0]), ([max.x, max.y, min.z], [0.0, 0.0, -1.0], [0.0, 0.0]), ([max.x, min.y, min.z], [0.0, 0.0, -1.0], [0.0, 1.0]), ([min.x, min.y, min.z], [0.0, 0.0, -1.0], [1.0, 1.0]), // Right ([max.x, min.y, min.z], [1.0, 0.0, 0.0], [0.0, 0.0]), ([max.x, max.y, min.z], [1.0, 0.0, 0.0], [1.0, 0.0]), ([max.x, max.y, max.z], [1.0, 0.0, 0.0], [1.0, 1.0]), ([max.x, min.y, max.z], [1.0, 0.0, 0.0], [0.0, 1.0]), // Left ([min.x, min.y, max.z], [-1.0, 0.0, 0.0], [1.0, 0.0]), ([min.x, max.y, max.z], [-1.0, 0.0, 0.0], [0.0, 0.0]), ([min.x, max.y, min.z], [-1.0, 0.0, 0.0], [0.0, 1.0]), ([min.x, min.y, min.z], [-1.0, 0.0, 0.0], [1.0, 1.0]), // Top ([max.x, max.y, min.z], [0.0, 1.0, 0.0], [1.0, 0.0]), ([min.x, max.y, min.z], [0.0, 1.0, 0.0], [0.0, 0.0]), ([min.x, max.y, max.z], [0.0, 1.0, 0.0], [0.0, 1.0]), ([max.x, max.y, max.z], [0.0, 1.0, 0.0], [1.0, 1.0]), // Bottom ([max.x, min.y, max.z], [0.0, -1.0, 0.0], [0.0, 0.0]), ([min.x, min.y, max.z], [0.0, -1.0, 0.0], [1.0, 0.0]), ([min.x, min.y, min.z], [0.0, -1.0, 0.0], [1.0, 1.0]), ([max.x, min.y, min.z], [0.0, -1.0, 0.0], [0.0, 1.0]), ]; let positions: Vec<_> = vertices.iter().map(|(p, _, _)| *p).collect(); let normals: Vec<_> = vertices.iter().map(|(_, n, _)| *n).collect(); let uvs: Vec<_> = vertices.iter().map(|(_, _, uv)| *uv).collect(); let indices = Indices::U32(vec![ 0, 1, 2, 2, 3, 0, // front 4, 5, 6, 6, 7, 4, // back 8, 9, 10, 10, 11, 8, // right 12, 13, 14, 14, 15, 12, // left 16, 17, 18, 18, 19, 16, // top 20, 21, 22, 22, 23, 20, // bottom ]); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) .with_inserted_indices(indices) } } impl Meshable for Cuboid { type Output = CuboidMeshBuilder; fn mesh(&self) -> Self::Output { CuboidMeshBuilder { half_size: self.half_size, } } } impl From<Cuboid> for Mesh { fn from(cuboid: Cuboid) -> Self { cuboid.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/tetrahedron.rs
crates/bevy_mesh/src/primitives/dim3/tetrahedron.rs
use super::triangle3d; use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::primitives::{Tetrahedron, Triangle3d}; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Tetrahedron`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct TetrahedronMeshBuilder { tetrahedron: Tetrahedron, } impl MeshBuilder for TetrahedronMeshBuilder { fn build(&self) -> Mesh { let mut faces: Vec<_> = self.tetrahedron.faces().into(); // If the tetrahedron has negative orientation, reverse all the triangles so that // they still face outward. if self.tetrahedron.signed_volume().is_sign_negative() { faces.iter_mut().for_each(Triangle3d::reverse); } let mut positions = vec![]; let mut normals = vec![]; let mut uvs = vec![]; // Each face is meshed as a `Triangle3d`, and we just shove the data into the // vertex attributes sequentially. for face in faces { positions.extend(face.vertices); let face_normal = triangle3d::normal_vec(&face); normals.extend(vec![face_normal; 3]); let face_uvs = triangle3d::uv_coords(&face); uvs.extend(face_uvs); } // There are four faces and none of them share vertices. let indices = Indices::U32(vec![0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Tetrahedron { type Output = TetrahedronMeshBuilder; fn mesh(&self) -> Self::Output { TetrahedronMeshBuilder { tetrahedron: *self } } } impl From<Tetrahedron> for Mesh { fn from(tetrahedron: Tetrahedron) -> Self { tetrahedron.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/plane.rs
crates/bevy_mesh/src/primitives/dim3/plane.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{primitives::Plane3d, Dir3, Quat, Vec2, Vec3}; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Plane3d`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct PlaneMeshBuilder { /// The [`Plane3d`] shape. pub plane: Plane3d, /// The number of subdivisions in the mesh. /// /// 0 - is the original plane geometry, the 4 points in the XZ plane. /// /// 1 - is split by 1 line in the middle of the plane on both the X axis and the Z axis, resulting in a plane with 4 quads / 8 triangles. /// /// 2 - is a plane split by 2 lines on both the X and Z axes, subdividing the plane into 3 equal sections along each axis, resulting in a plane with 9 quads / 18 triangles. /// /// and so on... pub subdivisions: u32, } impl PlaneMeshBuilder { /// Creates a new [`PlaneMeshBuilder`] from a given normal and size. #[inline] pub fn new(normal: Dir3, size: Vec2) -> Self { Self { plane: Plane3d { normal, half_size: size / 2.0, }, subdivisions: 0, } } /// Creates a new [`PlaneMeshBuilder`] from the given size, with the normal pointing upwards. #[inline] pub fn from_size(size: Vec2) -> Self { Self { plane: Plane3d { half_size: size / 2.0, ..Default::default() }, subdivisions: 0, } } /// Creates a new [`PlaneMeshBuilder`] from the given length, with the normal pointing upwards, /// and the resulting [`PlaneMeshBuilder`] being a square. #[inline] pub fn from_length(length: f32) -> Self { Self { plane: Plane3d { half_size: Vec2::splat(length) / 2.0, ..Default::default() }, subdivisions: 0, } } /// Sets the normal of the plane, aka the direction the plane is facing. #[inline] #[doc(alias = "facing")] pub fn normal(mut self, normal: Dir3) -> Self { self.plane = Plane3d { normal, ..self.plane }; self } /// Sets the size of the plane mesh. #[inline] pub fn size(mut self, width: f32, height: f32) -> Self { self.plane.half_size = Vec2::new(width, height) / 2.0; self } /// Sets the subdivisions of the plane mesh. /// /// 0 - is the original plane geometry, the 4 points in the XZ plane. /// /// 1 - is split by 1 line in the middle of the plane on both the X axis and the Z axis, /// resulting in a plane with 4 quads / 8 triangles. /// /// 2 - is a plane split by 2 lines on both the X and Z axes, subdividing the plane into 3 /// equal sections along each axis, resulting in a plane with 9 quads / 18 triangles. #[inline] pub fn subdivisions(mut self, subdivisions: u32) -> Self { self.subdivisions = subdivisions; self } } impl MeshBuilder for PlaneMeshBuilder { fn build(&self) -> Mesh { let z_vertex_count = self.subdivisions + 2; let x_vertex_count = self.subdivisions + 2; let num_vertices = (z_vertex_count * x_vertex_count) as usize; let num_indices = ((z_vertex_count - 1) * (x_vertex_count - 1) * 6) as usize; let mut positions: Vec<Vec3> = Vec::with_capacity(num_vertices); let mut normals: Vec<[f32; 3]> = Vec::with_capacity(num_vertices); let mut uvs: Vec<[f32; 2]> = Vec::with_capacity(num_vertices); let mut indices: Vec<u32> = Vec::with_capacity(num_indices); let rotation = Quat::from_rotation_arc(Vec3::Y, *self.plane.normal); let size = self.plane.half_size * 2.0; for z in 0..z_vertex_count { for x in 0..x_vertex_count { let tx = x as f32 / (x_vertex_count - 1) as f32; let tz = z as f32 / (z_vertex_count - 1) as f32; let pos = rotation * Vec3::new((-0.5 + tx) * size.x, 0.0, (-0.5 + tz) * size.y); positions.push(pos); normals.push(self.plane.normal.to_array()); uvs.push([tx, tz]); } } for z in 0..z_vertex_count - 1 { for x in 0..x_vertex_count - 1 { let quad = z * x_vertex_count + x; indices.push(quad + x_vertex_count + 1); indices.push(quad + 1); indices.push(quad + x_vertex_count); indices.push(quad); indices.push(quad + x_vertex_count); indices.push(quad + 1); } } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Plane3d { type Output = PlaneMeshBuilder; fn mesh(&self) -> Self::Output { PlaneMeshBuilder { plane: *self, subdivisions: 0, } } } impl From<Plane3d> for Mesh { fn from(plane: Plane3d) -> Self { plane.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/cylinder.rs
crates/bevy_mesh/src/primitives/dim3/cylinder.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::Cylinder}; use bevy_reflect::prelude::*; /// Anchoring options for [`CylinderMeshBuilder`] #[derive(Debug, Copy, Clone, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub enum CylinderAnchor { #[default] /// Midpoint between the top and bottom caps of the cylinder MidPoint, /// The center of the top circle cap Top, /// The center of the bottom circle cap Bottom, } /// A builder used for creating a [`Mesh`] with a [`Cylinder`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct CylinderMeshBuilder { /// The [`Cylinder`] shape. pub cylinder: Cylinder, /// The number of vertices used for the top and bottom of the cylinder. /// /// The default is `32`. pub resolution: u32, /// The number of segments along the height of the cylinder. /// Must be greater than `0` for geometry to be generated. /// /// The default is `1`. pub segments: u32, /// If set to `true`, the cylinder caps (flat circle faces) are built, /// otherwise the mesh will be a shallow tube pub caps: bool, /// The anchor point for the cylinder mesh, defaults to the midpoint between /// the top and bottom caps pub anchor: CylinderAnchor, } impl Default for CylinderMeshBuilder { fn default() -> Self { Self { cylinder: Cylinder::default(), resolution: 32, segments: 1, caps: true, anchor: CylinderAnchor::default(), } } } impl CylinderMeshBuilder { /// Creates a new [`CylinderMeshBuilder`] from the given radius, a height, /// and a resolution used for the top and bottom. #[inline] pub fn new(radius: f32, height: f32, resolution: u32) -> Self { Self { cylinder: Cylinder::new(radius, height), resolution, ..Default::default() } } /// Sets the number of vertices used for the top and bottom of the cylinder. #[inline] pub const fn resolution(mut self, resolution: u32) -> Self { self.resolution = resolution; self } /// Sets the number of segments along the height of the cylinder. /// Must be greater than `0` for geometry to be generated. #[inline] pub const fn segments(mut self, segments: u32) -> Self { self.segments = segments; self } /// Ignore the cylinder caps, making the mesh a shallow tube instead #[inline] pub const fn without_caps(mut self) -> Self { self.caps = false; self } /// Sets a custom anchor point for the mesh #[inline] pub const fn anchor(mut self, anchor: CylinderAnchor) -> Self { self.anchor = anchor; self } } impl MeshBuilder for CylinderMeshBuilder { fn build(&self) -> Mesh { let resolution = self.resolution; let segments = self.segments; debug_assert!(resolution > 2); debug_assert!(segments > 0); let num_rings = segments + 1; let num_vertices = resolution * 2 + num_rings * (resolution + 1); let num_faces = resolution * (num_rings - 2); let num_indices = (2 * num_faces + 2 * (resolution - 1) * 2) * 3; let mut positions = Vec::with_capacity(num_vertices as usize); let mut normals = Vec::with_capacity(num_vertices as usize); let mut uvs = Vec::with_capacity(num_vertices as usize); let mut indices = Vec::with_capacity(num_indices as usize); let step_theta = core::f32::consts::TAU / resolution as f32; let step_y = 2.0 * self.cylinder.half_height / segments as f32; // rings for ring in 0..num_rings { let y = -self.cylinder.half_height + ring as f32 * step_y; for segment in 0..=resolution { let theta = segment as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); positions.push([self.cylinder.radius * cos, y, self.cylinder.radius * sin]); normals.push([cos, 0., sin]); uvs.push([ segment as f32 / resolution as f32, ring as f32 / segments as f32, ]); } } // barrel skin for i in 0..segments { let ring = i * (resolution + 1); let next_ring = (i + 1) * (resolution + 1); for j in 0..resolution { indices.extend_from_slice(&[ ring + j, next_ring + j, ring + j + 1, next_ring + j, next_ring + j + 1, ring + j + 1, ]); } } // caps if self.caps { let mut build_cap = |top: bool| { let offset = positions.len() as u32; let (y, normal_y, winding) = if top { (self.cylinder.half_height, 1., (1, 0)) } else { (-self.cylinder.half_height, -1., (0, 1)) }; for i in 0..self.resolution { let theta = i as f32 * step_theta; let (sin, cos) = ops::sin_cos(theta); positions.push([cos * self.cylinder.radius, y, sin * self.cylinder.radius]); normals.push([0.0, normal_y, 0.0]); uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); } for i in 1..(self.resolution - 1) { indices.extend_from_slice(&[ offset, offset + i + winding.0, offset + i + winding.1, ]); } }; build_cap(true); build_cap(false); } // Offset the vertex positions Y axis to match the anchor match self.anchor { CylinderAnchor::Top => positions .iter_mut() .for_each(|p| p[1] -= self.cylinder.half_height), CylinderAnchor::Bottom => positions .iter_mut() .for_each(|p| p[1] += self.cylinder.half_height), CylinderAnchor::MidPoint => (), }; Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Cylinder { type Output = CylinderMeshBuilder; fn mesh(&self) -> Self::Output { CylinderMeshBuilder { cylinder: *self, ..Default::default() } } } impl From<Cylinder> for Mesh { fn from(cylinder: Cylinder) -> Self { cylinder.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/mod.rs
crates/bevy_mesh/src/primitives/dim3/mod.rs
mod capsule; mod cone; mod conical_frustum; mod cuboid; mod cylinder; mod plane; mod polyline3d; mod segment3d; mod sphere; mod tetrahedron; mod torus; pub(crate) mod triangle3d; pub use capsule::*; pub use cone::*; pub use conical_frustum::*; pub use cuboid::*; pub use cylinder::*; pub use plane::*; pub use sphere::*; pub use tetrahedron::*; pub use torus::*; pub use triangle3d::*;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/polyline3d.rs
crates/bevy_mesh/src/primitives/dim3/polyline3d.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::primitives::Polyline3d; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Polyline3d`] shape. #[derive(Clone, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Polyline3dMeshBuilder { polyline: Polyline3d, } impl MeshBuilder for Polyline3dMeshBuilder { fn build(&self) -> Mesh { let positions: Vec<_> = self.polyline.vertices.clone(); let indices = Indices::U32( (0..self.polyline.vertices.len() as u32 - 1) .flat_map(|i| [i, i + 1]) .collect(), ); Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default()) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) } } impl Meshable for Polyline3d { type Output = Polyline3dMeshBuilder; fn mesh(&self) -> Self::Output { Polyline3dMeshBuilder { polyline: self.clone(), } } } impl From<Polyline3d> for Mesh { fn from(polyline: Polyline3d) -> Self { polyline.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/capsule.rs
crates/bevy_mesh/src/primitives/dim3/capsule.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::Capsule3d, Vec2, Vec3}; use bevy_reflect::prelude::*; /// Manner in which UV coordinates are distributed vertically. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub enum CapsuleUvProfile { /// UV space is distributed by how much of the capsule consists of the hemispheres. #[default] Aspect, /// Hemispheres get UV space according to the ratio of latitudes to rings. Uniform, /// Upper third of the texture goes to the northern hemisphere, middle third to the cylinder /// and lower third to the southern one. Fixed, } /// A builder used for creating a [`Mesh`] with a [`Capsule3d`] shape. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Capsule3dMeshBuilder { /// The [`Capsule3d`] shape. pub capsule: Capsule3d, /// The number of horizontal lines subdividing the cylindrical part of the capsule. /// The default is `0`. pub rings: u32, /// The number of vertical lines subdividing the hemispheres of the capsule. /// The default is `32`. pub longitudes: u32, /// The number of horizontal lines subdividing the hemispheres of the capsule. /// The default is `16`. pub latitudes: u32, /// The manner in which UV coordinates are distributed vertically. /// The default is [`CapsuleUvProfile::Aspect`]. pub uv_profile: CapsuleUvProfile, } impl Default for Capsule3dMeshBuilder { fn default() -> Self { Self { capsule: Capsule3d::default(), rings: 0, longitudes: 32, latitudes: 16, uv_profile: CapsuleUvProfile::default(), } } } impl Capsule3dMeshBuilder { /// Creates a new [`Capsule3dMeshBuilder`] from a given radius, height, longitudes, and latitudes. /// /// Note that `height` is the distance between the centers of the hemispheres. /// `radius` will be added to both ends to get the real height of the mesh. #[inline] pub fn new(radius: f32, height: f32, longitudes: u32, latitudes: u32) -> Self { Self { capsule: Capsule3d::new(radius, height), longitudes, latitudes, ..Default::default() } } /// Sets the number of horizontal lines subdividing the cylindrical part of the capsule. #[inline] pub const fn rings(mut self, rings: u32) -> Self { self.rings = rings; self } /// Sets the number of vertical lines subdividing the hemispheres of the capsule. #[inline] pub const fn longitudes(mut self, longitudes: u32) -> Self { self.longitudes = longitudes; self } /// Sets the number of horizontal lines subdividing the hemispheres of the capsule. #[inline] pub const fn latitudes(mut self, latitudes: u32) -> Self { self.latitudes = latitudes; self } /// Sets the manner in which UV coordinates are distributed vertically. #[inline] pub const fn uv_profile(mut self, uv_profile: CapsuleUvProfile) -> Self { self.uv_profile = uv_profile; self } } impl MeshBuilder for Capsule3dMeshBuilder { fn build(&self) -> Mesh { // code adapted from https://behreajj.medium.com/making-a-capsule-mesh-via-script-in-five-3d-environments-c2214abf02db let Capsule3dMeshBuilder { capsule, rings, longitudes, latitudes, uv_profile, } = *self; let Capsule3d { radius, half_length, } = capsule; let calc_middle = rings > 0; let half_lats = latitudes / 2; let half_latsn1 = half_lats - 1; let half_latsn2 = half_lats - 2; let ringsp1 = rings + 1; let lonsp1 = longitudes + 1; let summit = half_length + radius; // Vertex index offsets. let vert_offset_north_hemi = longitudes; let vert_offset_north_equator = vert_offset_north_hemi + lonsp1 * half_latsn1; let vert_offset_cylinder = vert_offset_north_equator + lonsp1; let vert_offset_south_equator = if calc_middle { vert_offset_cylinder + lonsp1 * rings } else { vert_offset_cylinder }; let vert_offset_south_hemi = vert_offset_south_equator + lonsp1; let vert_offset_south_polar = vert_offset_south_hemi + lonsp1 * half_latsn2; let vert_offset_south_cap = vert_offset_south_polar + lonsp1; // Initialize arrays. let vert_len = (vert_offset_south_cap + longitudes) as usize; let mut vs: Vec<Vec3> = vec![Vec3::ZERO; vert_len]; let mut vts: Vec<Vec2> = vec![Vec2::ZERO; vert_len]; let mut vns: Vec<Vec3> = vec![Vec3::ZERO; vert_len]; let to_theta = 2.0 * core::f32::consts::PI / longitudes as f32; let to_phi = core::f32::consts::PI / latitudes as f32; let to_tex_horizontal = 1.0 / longitudes as f32; let to_tex_vertical = 1.0 / half_lats as f32; let vt_aspect_ratio = match uv_profile { CapsuleUvProfile::Aspect => radius / (2.0 * half_length + radius + radius), CapsuleUvProfile::Uniform => half_lats as f32 / (ringsp1 + latitudes) as f32, CapsuleUvProfile::Fixed => 1.0 / 3.0, }; let vt_aspect_north = 1.0 - vt_aspect_ratio; let vt_aspect_south = vt_aspect_ratio; let mut theta_cartesian: Vec<Vec2> = vec![Vec2::ZERO; longitudes as usize]; let mut rho_theta_cartesian: Vec<Vec2> = vec![Vec2::ZERO; longitudes as usize]; let mut s_texture_cache: Vec<f32> = vec![0.0; lonsp1 as usize]; for j in 0..longitudes as usize { let jf = j as f32; let s_texture_polar = 1.0 - ((jf + 0.5) * to_tex_horizontal); let theta = jf * to_theta; theta_cartesian[j] = Vec2::from_angle(theta); rho_theta_cartesian[j] = radius * theta_cartesian[j]; // North. vs[j] = Vec3::new(0.0, summit, 0.0); vts[j] = Vec2::new(s_texture_polar, 1.0); vns[j] = Vec3::Y; // South. let idx = vert_offset_south_cap as usize + j; vs[idx] = Vec3::new(0.0, -summit, 0.0); vts[idx] = Vec2::new(s_texture_polar, 0.0); vns[idx] = Vec3::new(0.0, -1.0, 0.0); } // Equatorial vertices. for (j, s_texture_cache_j) in s_texture_cache.iter_mut().enumerate().take(lonsp1 as usize) { let s_texture = 1.0 - j as f32 * to_tex_horizontal; *s_texture_cache_j = s_texture; // Wrap to first element upon reaching last. let j_mod = j % longitudes as usize; let tc = theta_cartesian[j_mod]; let rtc = rho_theta_cartesian[j_mod]; // North equator. let idxn = vert_offset_north_equator as usize + j; vs[idxn] = Vec3::new(rtc.x, half_length, -rtc.y); vts[idxn] = Vec2::new(s_texture, vt_aspect_north); vns[idxn] = Vec3::new(tc.x, 0.0, -tc.y); // South equator. let idxs = vert_offset_south_equator as usize + j; vs[idxs] = Vec3::new(rtc.x, -half_length, -rtc.y); vts[idxs] = Vec2::new(s_texture, vt_aspect_south); vns[idxs] = Vec3::new(tc.x, 0.0, -tc.y); } // Hemisphere vertices. for i in 0..half_latsn1 { let ip1f = i as f32 + 1.0; let phi = ip1f * to_phi; // For coordinates. let (sin_phi_south, cos_phi_south) = ops::sin_cos(phi); // Symmetrical hemispheres mean cosine and sine only needs // to be calculated once. let cos_phi_north = sin_phi_south; let sin_phi_north = -cos_phi_south; let rho_cos_phi_north = radius * cos_phi_north; let rho_sin_phi_north = radius * sin_phi_north; let z_offset_north = half_length - rho_sin_phi_north; let rho_cos_phi_south = radius * cos_phi_south; let rho_sin_phi_south = radius * sin_phi_south; let z_offset_sout = -half_length - rho_sin_phi_south; // For texture coordinates. let t_tex_fac = ip1f * to_tex_vertical; let cmpl_tex_fac = 1.0 - t_tex_fac; let t_tex_north = cmpl_tex_fac + vt_aspect_north * t_tex_fac; let t_tex_south = cmpl_tex_fac * vt_aspect_south; let i_lonsp1 = i * lonsp1; let vert_curr_lat_north = vert_offset_north_hemi + i_lonsp1; let vert_curr_lat_south = vert_offset_south_hemi + i_lonsp1; for (j, s_texture) in s_texture_cache.iter().enumerate().take(lonsp1 as usize) { let j_mod = j % longitudes as usize; let tc = theta_cartesian[j_mod]; // North hemisphere. let idxn = vert_curr_lat_north as usize + j; vs[idxn] = Vec3::new( rho_cos_phi_north * tc.x, z_offset_north, -rho_cos_phi_north * tc.y, ); vts[idxn] = Vec2::new(*s_texture, t_tex_north); vns[idxn] = Vec3::new(cos_phi_north * tc.x, -sin_phi_north, -cos_phi_north * tc.y); // South hemisphere. let idxs = vert_curr_lat_south as usize + j; vs[idxs] = Vec3::new( rho_cos_phi_south * tc.x, z_offset_sout, -rho_cos_phi_south * tc.y, ); vts[idxs] = Vec2::new(*s_texture, t_tex_south); vns[idxs] = Vec3::new(cos_phi_south * tc.x, -sin_phi_south, -cos_phi_south * tc.y); } } // Cylinder vertices. if calc_middle { // Exclude both origin and destination edges // (North and South equators) from the interpolation. let to_fac = 1.0 / ringsp1 as f32; let mut idx_cyl_lat = vert_offset_cylinder as usize; for h in 1..ringsp1 { let fac = h as f32 * to_fac; let cmpl_fac = 1.0 - fac; let t_texture = cmpl_fac * vt_aspect_north + fac * vt_aspect_south; let z = half_length - 2.0 * half_length * fac; for (j, s_texture) in s_texture_cache.iter().enumerate().take(lonsp1 as usize) { let j_mod = j % longitudes as usize; let tc = theta_cartesian[j_mod]; let rtc = rho_theta_cartesian[j_mod]; vs[idx_cyl_lat] = Vec3::new(rtc.x, z, -rtc.y); vts[idx_cyl_lat] = Vec2::new(*s_texture, t_texture); vns[idx_cyl_lat] = Vec3::new(tc.x, 0.0, -tc.y); idx_cyl_lat += 1; } } } // Triangle indices. // Stride is 3 for polar triangles; // stride is 6 for two triangles forming a quad. let lons3 = longitudes * 3; let lons6 = longitudes * 6; let hemi_lons = half_latsn1 * lons6; let tri_offset_north_hemi = lons3; let tri_offset_cylinder = tri_offset_north_hemi + hemi_lons; let tri_offset_south_hemi = tri_offset_cylinder + ringsp1 * lons6; let tri_offset_south_cap = tri_offset_south_hemi + hemi_lons; let fs_len = tri_offset_south_cap + lons3; let mut tris: Vec<u32> = vec![0; fs_len as usize]; // Polar caps. let mut i = 0; let mut k = 0; let mut m = tri_offset_south_cap as usize; while i < longitudes { // North. tris[k] = i; tris[k + 1] = vert_offset_north_hemi + i; tris[k + 2] = vert_offset_north_hemi + i + 1; // South. tris[m] = vert_offset_south_cap + i; tris[m + 1] = vert_offset_south_polar + i + 1; tris[m + 2] = vert_offset_south_polar + i; i += 1; k += 3; m += 3; } // Hemispheres. let mut i = 0; let mut k = tri_offset_north_hemi as usize; let mut m = tri_offset_south_hemi as usize; while i < half_latsn1 { let i_lonsp1 = i * lonsp1; let vert_curr_lat_north = vert_offset_north_hemi + i_lonsp1; let vert_next_lat_north = vert_curr_lat_north + lonsp1; let vert_curr_lat_south = vert_offset_south_equator + i_lonsp1; let vert_next_lat_south = vert_curr_lat_south + lonsp1; let mut j = 0; while j < longitudes { // North. let north00 = vert_curr_lat_north + j; let north01 = vert_next_lat_north + j; let north11 = vert_next_lat_north + j + 1; let north10 = vert_curr_lat_north + j + 1; tris[k] = north00; tris[k + 1] = north11; tris[k + 2] = north10; tris[k + 3] = north00; tris[k + 4] = north01; tris[k + 5] = north11; // South. let south00 = vert_curr_lat_south + j; let south01 = vert_next_lat_south + j; let south11 = vert_next_lat_south + j + 1; let south10 = vert_curr_lat_south + j + 1; tris[m] = south00; tris[m + 1] = south11; tris[m + 2] = south10; tris[m + 3] = south00; tris[m + 4] = south01; tris[m + 5] = south11; j += 1; k += 6; m += 6; } i += 1; } // Cylinder. let mut i = 0; let mut k = tri_offset_cylinder as usize; while i < ringsp1 { let vert_curr_lat = vert_offset_north_equator + i * lonsp1; let vert_next_lat = vert_curr_lat + lonsp1; let mut j = 0; while j < longitudes { let cy00 = vert_curr_lat + j; let cy01 = vert_next_lat + j; let cy11 = vert_next_lat + j + 1; let cy10 = vert_curr_lat + j + 1; tris[k] = cy00; tris[k + 1] = cy11; tris[k + 2] = cy10; tris[k + 3] = cy00; tris[k + 4] = cy01; tris[k + 5] = cy11; j += 1; k += 6; } i += 1; } let vs: Vec<[f32; 3]> = vs.into_iter().map(Into::into).collect(); let vns: Vec<[f32; 3]> = vns.into_iter().map(Into::into).collect(); let vts: Vec<[f32; 2]> = vts.into_iter().map(Into::into).collect(); assert_eq!(vs.len(), vert_len); assert_eq!(tris.len(), fs_len as usize); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_inserted_indices(Indices::U32(tris)) } } impl Meshable for Capsule3d { type Output = Capsule3dMeshBuilder; fn mesh(&self) -> Self::Output { Capsule3dMeshBuilder { capsule: *self, ..Default::default() } } } impl From<Capsule3d> for Mesh { fn from(capsule: Capsule3d) -> Self { capsule.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/sphere.rs
crates/bevy_mesh/src/primitives/dim3/sphere.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{ops, primitives::Sphere}; use bevy_reflect::prelude::*; use core::f32::consts::PI; use hexasphere::shapes::IcoSphere; use thiserror::Error; /// An error when creating an icosphere [`Mesh`] from a [`SphereMeshBuilder`]. #[derive(Clone, Copy, Debug, Error)] pub enum IcosphereError { /// The icosphere has too many vertices. #[error("Cannot create an icosphere of {subdivisions} subdivisions due to there being too many vertices being generated: {number_of_resulting_points}. (Limited to 65535 vertices or 79 subdivisions)")] TooManyVertices { /// The number of subdivisions used. 79 is the largest allowed value for a mesh to be generated. subdivisions: u32, /// The number of vertices generated. 65535 is the largest allowed value for a mesh to be generated. number_of_resulting_points: u32, }, } /// A type of sphere mesh. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Default, Debug, Clone)] pub enum SphereKind { /// An icosphere, a spherical mesh that consists of similar sized triangles. Ico { /// The number of subdivisions applied. /// The number of faces quadruples with each subdivision. subdivisions: u32, }, /// A UV sphere, a spherical mesh that consists of quadrilaterals /// apart from triangles at the top and bottom. Uv { /// The number of longitudinal sectors, aka the horizontal resolution. #[doc(alias = "horizontal_resolution")] sectors: u32, /// The number of latitudinal stacks, aka the vertical resolution. #[doc(alias = "vertical_resolution")] stacks: u32, }, } impl Default for SphereKind { fn default() -> Self { Self::Ico { subdivisions: 5 } } } /// A builder used for creating a [`Mesh`] with an [`Sphere`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct SphereMeshBuilder { /// The [`Sphere`] shape. pub sphere: Sphere, /// The type of sphere mesh that will be built. pub kind: SphereKind, } impl SphereMeshBuilder { /// Creates a new [`SphereMeshBuilder`] from a radius and [`SphereKind`]. #[inline] pub const fn new(radius: f32, kind: SphereKind) -> Self { Self { sphere: Sphere { radius }, kind, } } /// Sets the [`SphereKind`] that will be used for building the mesh. #[inline] pub const fn kind(mut self, kind: SphereKind) -> Self { self.kind = kind; self } /// Creates an icosphere mesh with the given number of subdivisions. /// /// The number of faces quadruples with each subdivision. /// If there are `80` or more subdivisions, the vertex count will be too large, /// and an [`IcosphereError`] is returned. /// /// A good default is `5` subdivisions. pub fn ico(&self, subdivisions: u32) -> Result<Mesh, IcosphereError> { if subdivisions >= 80 { /* Number of triangles: N = 20 Number of edges: E = 30 Number of vertices: V = 12 Number of points within a triangle (triangular numbers): inner(s) = (s^2 + s) / 2 Number of points on an edge: edges(s) = s Add up all vertices on the surface: vertices(s) = edges(s) * E + inner(s - 1) * N + V Expand and simplify. Notice that the triangular number formula has roots at -1, and 0, so translating it one to the right fixes it. subdivisions(s) = 30s + 20((s^2 - 2s + 1 + s - 1) / 2) + 12 subdivisions(s) = 30s + 10s^2 - 10s + 12 subdivisions(s) = 10(s^2 + 2s) + 12 Factor an (s + 1) term to simplify in terms of calculation subdivisions(s) = 10(s + 1)^2 + 12 - 10 resulting_vertices(s) = 10(s + 1)^2 + 2 */ let temp = subdivisions + 1; let number_of_resulting_points = temp * temp * 10 + 2; return Err(IcosphereError::TooManyVertices { subdivisions, number_of_resulting_points, }); } let generated = IcoSphere::new(subdivisions as usize, |point| { let inclination = ops::acos(point.y); let azimuth = ops::atan2(point.z, point.x); let norm_inclination = inclination / PI; let norm_azimuth = 0.5 - (azimuth / core::f32::consts::TAU); [norm_azimuth, norm_inclination] }); let raw_points = generated.raw_points(); let points = raw_points .iter() .map(|&p| (p * self.sphere.radius).into()) .collect::<Vec<[f32; 3]>>(); let normals = raw_points .iter() .copied() .map(Into::into) .collect::<Vec<[f32; 3]>>(); let uvs = generated.raw_data().to_owned(); let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20); for i in 0..20 { generated.get_indices(i, &mut indices); } let indices = Indices::U32(indices); Ok(Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, points) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)) } /// Creates a UV sphere [`Mesh`] with the given number of /// longitudinal sectors and latitudinal stacks, aka horizontal and vertical resolution. /// /// A good default is `32` sectors and `18` stacks. pub fn uv(&self, sectors: u32, stacks: u32) -> Mesh { // Largely inspired from http://www.songho.ca/opengl/gl_sphere.html let sectors_f32 = sectors as f32; let stacks_f32 = stacks as f32; let length_inv = 1. / self.sphere.radius; let sector_step = 2. * PI / sectors_f32; let stack_step = PI / stacks_f32; let n_vertices = (stacks * sectors) as usize; let mut vertices: Vec<[f32; 3]> = Vec::with_capacity(n_vertices); let mut normals: Vec<[f32; 3]> = Vec::with_capacity(n_vertices); let mut uvs: Vec<[f32; 2]> = Vec::with_capacity(n_vertices); let mut indices: Vec<u32> = Vec::with_capacity(n_vertices * 2 * 3); for i in 0..stacks + 1 { let stack_angle = PI / 2. - (i as f32) * stack_step; let xy = self.sphere.radius * ops::cos(stack_angle); let z = self.sphere.radius * ops::sin(stack_angle); for j in 0..sectors + 1 { let sector_angle = (j as f32) * sector_step; let x = xy * ops::cos(sector_angle); let y = xy * ops::sin(sector_angle); vertices.push([x, y, z]); normals.push([x * length_inv, y * length_inv, z * length_inv]); uvs.push([(j as f32) / sectors_f32, (i as f32) / stacks_f32]); } } // indices // k1--k1+1 // | / | // | / | // k2--k2+1 for i in 0..stacks { let mut k1 = i * (sectors + 1); let mut k2 = k1 + sectors + 1; for _j in 0..sectors { if i != 0 { indices.push(k1); indices.push(k2); indices.push(k1 + 1); } if i != stacks - 1 { indices.push(k1 + 1); indices.push(k2); indices.push(k2 + 1); } k1 += 1; k2 += 1; } } Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(indices)) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl MeshBuilder for SphereMeshBuilder { /// Builds a [`Mesh`] according to the configuration in `self`. /// /// # Panics /// /// Panics if the sphere is a [`SphereKind::Ico`] with a subdivision count /// that is greater than or equal to `80` because there will be too many vertices. fn build(&self) -> Mesh { match self.kind { SphereKind::Ico { subdivisions } => self.ico(subdivisions).unwrap(), SphereKind::Uv { sectors, stacks } => self.uv(sectors, stacks), } } } impl Meshable for Sphere { type Output = SphereMeshBuilder; fn mesh(&self) -> Self::Output { SphereMeshBuilder { sphere: *self, ..Default::default() } } } impl From<Sphere> for Mesh { fn from(sphere: Sphere) -> Self { sphere.mesh().build() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_mesh/src/primitives/dim3/triangle3d.rs
crates/bevy_mesh/src/primitives/dim3/triangle3d.rs
use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology}; use bevy_asset::RenderAssetUsages; use bevy_math::{primitives::Triangle3d, Vec3}; use bevy_reflect::prelude::*; /// A builder used for creating a [`Mesh`] with a [`Triangle3d`] shape. #[derive(Clone, Copy, Debug, Default, Reflect)] #[reflect(Default, Debug, Clone)] pub struct Triangle3dMeshBuilder { triangle: Triangle3d, } impl MeshBuilder for Triangle3dMeshBuilder { fn build(&self) -> Mesh { let positions: Vec<_> = self.triangle.vertices.into(); let uvs: Vec<_> = uv_coords(&self.triangle).into(); // Every vertex has the normal of the face of the triangle (or zero if the triangle is degenerate). let normal: Vec3 = normal_vec(&self.triangle); let normals = vec![normal; 3]; let indices = Indices::U32(vec![0, 1, 2]); Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(indices) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) } } impl Meshable for Triangle3d { type Output = Triangle3dMeshBuilder; fn mesh(&self) -> Self::Output { Triangle3dMeshBuilder { triangle: *self } } } /// The normal of a [`Triangle3d`] with zeroing so that a [`Vec3`] is always obtained for meshing. #[inline] pub(crate) fn normal_vec(triangle: &Triangle3d) -> Vec3 { triangle.normal().map_or(Vec3::ZERO, Into::into) } /// Unskewed uv-coordinates for a [`Triangle3d`]. #[inline] pub(crate) fn uv_coords(triangle: &Triangle3d) -> [[f32; 2]; 3] { let [a, b, c] = triangle.vertices; let main_length = a.distance(b); let Some(x) = (b - a).try_normalize() else { return [[0., 0.], [1., 0.], [0., 1.]]; }; let y = c - a; // `x` corresponds to one of the axes in uv-coordinates; // to uv-map the triangle without skewing, we use the orthogonalization // of `y` with respect to `x` as the second direction and construct a rectangle that // contains `triangle`. let y_proj = y.project_onto_normalized(x); // `offset` represents the x-coordinate of the point `c`; note that x has been shrunk by a // factor of `main_length`, so `offset` follows it. let offset = y_proj.dot(x) / main_length; // Obtuse triangle leaning to the left => x direction extends to the left, shifting a from 0. if offset < 0. { let total_length = 1. - offset; let a_uv = [offset.abs() / total_length, 0.]; let b_uv = [1., 0.]; let c_uv = [0., 1.]; [a_uv, b_uv, c_uv] } // Obtuse triangle leaning to the right => x direction extends to the right, shifting b from 1. else if offset > 1. { let a_uv = [0., 0.]; let b_uv = [1. / offset, 0.]; let c_uv = [1., 1.]; [a_uv, b_uv, c_uv] } // Acute triangle => no extending necessary; a remains at 0 and b remains at 1. else { let a_uv = [0., 0.]; let b_uv = [1., 0.]; let c_uv = [offset, 1.]; [a_uv, b_uv, c_uv] } } impl From<Triangle3d> for Mesh { fn from(triangle: Triangle3d) -> Self { triangle.mesh().build() } } #[cfg(test)] mod tests { use super::uv_coords; use bevy_math::primitives::Triangle3d; #[test] fn uv_test() { use bevy_math::vec3; let mut triangle = Triangle3d::new(vec3(0., 0., 0.), vec3(2., 0., 0.), vec3(-1., 1., 0.)); let [a_uv, b_uv, c_uv] = uv_coords(&triangle); assert_eq!(a_uv, [1. / 3., 0.]); assert_eq!(b_uv, [1., 0.]); assert_eq!(c_uv, [0., 1.]); triangle.vertices[2] = vec3(3., 1., 0.); let [a_uv, b_uv, c_uv] = uv_coords(&triangle); assert_eq!(a_uv, [0., 0.]); assert_eq!(b_uv, [2. / 3., 0.]); assert_eq!(c_uv, [1., 1.]); triangle.vertices[2] = vec3(2., 1., 0.); let [a_uv, b_uv, c_uv] = uv_coords(&triangle); assert_eq!(a_uv, [0., 0.]); assert_eq!(b_uv, [1., 0.]); assert_eq!(c_uv, [1., 1.]); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/cursor.rs
crates/bevy_feathers/src/cursor.rs
//! Provides a way to automatically set the mouse cursor based on hovered entity. use bevy_app::{App, Plugin, PreUpdate}; use bevy_derive::Deref; use bevy_ecs::{ component::Component, entity::Entity, hierarchy::ChildOf, query::{With, Without}, reflect::{ReflectComponent, ReflectResource}, resource::Resource, schedule::IntoScheduleConfigs, system::{Commands, Query, Res}, }; use bevy_picking::{hover::HoverMap, pointer::PointerId, PickingSystems}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; #[cfg(feature = "custom_cursor")] use bevy_window::CustomCursor; use bevy_window::{CursorIcon, SystemCursorIcon, Window}; /// A resource that specifies the cursor icon to be used when the mouse is not hovering over /// any other entity. This is used to set the default cursor icon for the window. #[derive(Deref, Resource, Debug, Clone, Default, Reflect)] #[reflect(Resource, Debug, Default)] pub struct DefaultCursor(pub EntityCursor); /// A component that specifies the cursor shape to be used when the pointer hovers over an entity. /// This is copied to the windows's [`CursorIcon`] component. /// /// This is effectively the same type as [`CustomCursor`] but with different methods, and used /// in different places. #[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)] #[reflect(Component, Debug, Default, PartialEq, Clone)] pub enum EntityCursor { #[cfg(feature = "custom_cursor")] /// Custom cursor image. Custom(CustomCursor), /// System provided cursor icon. System(SystemCursorIcon), } /// A component used to override any [`EntityCursor`] cursor changes. /// /// This is meant for cases like loading where you don't want the cursor to imply you /// can interact with something. #[derive(Deref, Resource, Debug, Clone, Default, Reflect)] pub struct OverrideCursor(pub Option<EntityCursor>); impl EntityCursor { /// Convert the [`EntityCursor`] to a [`CursorIcon`] so that it can be inserted into a /// window. pub fn to_cursor_icon(&self) -> CursorIcon { match self { #[cfg(feature = "custom_cursor")] EntityCursor::Custom(custom_cursor) => CursorIcon::Custom(custom_cursor.clone()), EntityCursor::System(icon) => CursorIcon::from(*icon), } } /// Compare the [`EntityCursor`] to a [`CursorIcon`] so that we can see whether or not /// the window cursor needs to be changed. pub fn eq_cursor_icon(&self, cursor_icon: &CursorIcon) -> bool { // If feature custom_cursor is not enabled in bevy_feathers, we can't know if it is or not // in bevy_window. So we use the wrapper function `as_system` to let bevy_window check its own feature. // Otherwise it is not possible to have a match that both covers all cases and doesn't have unreachable // branches under all feature combinations. match (self, cursor_icon, cursor_icon.as_system()) { #[cfg(feature = "custom_cursor")] (EntityCursor::Custom(custom), CursorIcon::Custom(other), _) => custom == other, (EntityCursor::System(system), _, Some(cursor_icon)) => *system == *cursor_icon, _ => false, } } } impl Default for EntityCursor { fn default() -> Self { EntityCursor::System(Default::default()) } } /// System which updates the window cursor icon whenever the mouse hovers over an entity with /// a [`CursorIcon`] component. If no entity is hovered, the cursor icon is set to /// the cursor in the [`DefaultCursor`] resource. pub(crate) fn update_cursor( mut commands: Commands, hover_map: Option<Res<HoverMap>>, parent_query: Query<&ChildOf>, cursor_query: Query<&EntityCursor, Without<Window>>, q_windows: Query<(Entity, Option<&CursorIcon>), With<Window>>, r_default_cursor: Res<DefaultCursor>, r_override_cursor: Res<OverrideCursor>, ) { let cursor = r_override_cursor.0.as_ref().unwrap_or_else(|| { hover_map .and_then(|hover_map| match hover_map.get(&PointerId::Mouse) { Some(hover_set) => hover_set.keys().find_map(|entity| { cursor_query.get(*entity).ok().or_else(|| { parent_query .iter_ancestors(*entity) .find_map(|e| cursor_query.get(e).ok()) }) }), None => None, }) .unwrap_or(&r_default_cursor) }); for (entity, prev_cursor) in q_windows.iter() { if let Some(prev_cursor) = prev_cursor && cursor.eq_cursor_icon(prev_cursor) { continue; } commands.entity(entity).insert(cursor.to_cursor_icon()); } } /// Plugin that supports automatically changing the cursor based on the hovered entity. pub struct CursorIconPlugin; impl Plugin for CursorIconPlugin { fn build(&self, app: &mut App) { if app.world().get_resource::<DefaultCursor>().is_none() { app.init_resource::<DefaultCursor>(); app.init_resource::<OverrideCursor>(); } app.add_systems(PreUpdate, update_cursor.in_set(PickingSystems::Last)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/lib.rs
crates/bevy_feathers/src/lib.rs
//! `bevy_feathers` is a collection of styled and themed widgets for building editors and //! inspectors. //! //! The aesthetic choices made here are designed with a future Bevy Editor in mind, //! but this crate is deliberately exposed to the public to allow the broader ecosystem to easily create //! tooling for themselves and others that fits cohesively together. //! //! While it may be tempting to use this crate for your game's UI, it's deliberately not intended for that. //! We've opted for a clean, functional style, and prioritized consistency over customization. //! That said, if you like what you see, it can be a helpful learning tool. //! Consider copying this code into your own project, //! and refining the styles and abstractions provided to meet your needs. //! //! ## Warning: Experimental! //! All that said, this crate is still experimental and unfinished! //! It will change in breaking ways, and there will be both bugs and limitations. //! //! Please report issues, submit fixes and propose changes. //! Thanks for stress-testing; let's build something better together. use bevy_app::{ HierarchyPropagatePlugin, Plugin, PluginGroup, PluginGroupBuilder, PostUpdate, PropagateSet, }; use bevy_asset::embedded_asset; use bevy_ecs::{query::With, schedule::IntoScheduleConfigs}; use bevy_input_focus::{tab_navigation::TabNavigationPlugin, InputDispatchPlugin}; use bevy_text::{TextColor, TextFont}; use bevy_ui::UiSystems; use bevy_ui_render::UiMaterialPlugin; use bevy_ui_widgets::UiWidgetsPlugins; use crate::{ alpha_pattern::{AlphaPatternMaterial, AlphaPatternResource}, controls::ControlsPlugin, cursor::{CursorIconPlugin, DefaultCursor, EntityCursor}, theme::{ThemedText, UiTheme}, }; mod alpha_pattern; pub mod constants; pub mod controls; pub mod cursor; pub mod dark_theme; pub mod font_styles; pub mod handle_or_path; pub mod palette; pub mod rounded_corners; pub mod theme; pub mod tokens; /// Plugin which installs observers and systems for feathers themes, cursors, and all controls. pub struct FeathersPlugin; impl Plugin for FeathersPlugin { fn build(&self, app: &mut bevy_app::App) { app.init_resource::<UiTheme>(); // Embedded font embedded_asset!(app, "assets/fonts/FiraSans-Bold.ttf"); embedded_asset!(app, "assets/fonts/FiraSans-BoldItalic.ttf"); embedded_asset!(app, "assets/fonts/FiraSans-Regular.ttf"); embedded_asset!(app, "assets/fonts/FiraSans-Italic.ttf"); embedded_asset!(app, "assets/fonts/FiraMono-Medium.ttf"); // Embedded shader embedded_asset!(app, "assets/shaders/alpha_pattern.wgsl"); embedded_asset!(app, "assets/shaders/color_plane.wgsl"); app.add_plugins(( ControlsPlugin, CursorIconPlugin, HierarchyPropagatePlugin::<TextColor, With<ThemedText>>::new(PostUpdate), HierarchyPropagatePlugin::<TextFont, With<ThemedText>>::new(PostUpdate), UiMaterialPlugin::<AlphaPatternMaterial>::default(), )); // This needs to run in UiSystems::Propagate so the fonts are up-to-date for `measure_text_system` // and `detect_text_needs_rerender` in UiSystems::Content app.configure_sets( PostUpdate, PropagateSet::<TextFont>::default().in_set(UiSystems::Propagate), ); app.insert_resource(DefaultCursor(EntityCursor::System( bevy_window::SystemCursorIcon::Default, ))); app.add_systems(PostUpdate, theme::update_theme) .add_observer(theme::on_changed_background) .add_observer(theme::on_changed_border) .add_observer(theme::on_changed_font_color) .add_observer(font_styles::on_changed_font); app.init_resource::<AlphaPatternResource>(); } } /// A plugin group that adds all dependencies for Feathers pub struct FeathersPlugins; impl PluginGroup for FeathersPlugins { fn build(self) -> PluginGroupBuilder { PluginGroupBuilder::start::<Self>() .add_group(UiWidgetsPlugins) .add(InputDispatchPlugin) .add(TabNavigationPlugin) .add(FeathersPlugin) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/theme.rs
crates/bevy_feathers/src/theme.rs
//! A framework for theming. use bevy_app::{Propagate, PropagateOver}; use bevy_color::{palettes, Color}; use bevy_ecs::{ change_detection::DetectChanges, component::Component, lifecycle::Insert, observer::On, query::Changed, reflect::{ReflectComponent, ReflectResource}, resource::Resource, system::{Commands, Query, Res}, }; use bevy_log::warn_once; use bevy_platform::collections::HashMap; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_text::TextColor; use bevy_ui::{BackgroundColor, BorderColor}; use smol_str::SmolStr; /// A design token for the theme. This serves as the lookup key for the theme properties. #[derive(Clone, PartialEq, Eq, Hash, Reflect)] pub struct ThemeToken(SmolStr); impl ThemeToken { /// Construct a new [`ThemeToken`] from a [`SmolStr`]. pub const fn new(text: SmolStr) -> Self { Self(text) } /// Construct a new [`ThemeToken`] from a static string. pub const fn new_static(text: &'static str) -> Self { Self(SmolStr::new_static(text)) } } impl core::fmt::Display for ThemeToken { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { write!(f, "{}", self.0) } } impl core::fmt::Debug for ThemeToken { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { write!(f, "ThemeToken({:?})", self.0) } } /// A collection of properties that make up a theme. #[derive(Default, Clone, Reflect, Debug)] #[reflect(Default, Debug)] pub struct ThemeProps { /// Map of design tokens to colors. pub color: HashMap<ThemeToken, Color>, // Other style property types to be added later. } /// The currently selected user interface theme. Overwriting this resource changes the theme. #[derive(Resource, Default, Reflect, Debug)] #[reflect(Resource, Default, Debug)] pub struct UiTheme(pub ThemeProps); impl UiTheme { /// Lookup a color by design token. If the theme does not have an entry for that token, /// logs a warning and returns an error color. pub fn color(&self, token: &ThemeToken) -> Color { let color = self.0.color.get(token); match color { Some(c) => *c, None => { warn_once!("Theme color {} not found.", token); // Return a bright obnoxious color to make the error obvious. palettes::basic::FUCHSIA.into() } } } /// Associate a design token with a given color. pub fn set_color(&mut self, token: &str, color: Color) { self.0 .color .insert(ThemeToken::new(SmolStr::new(token)), color); } } /// Component which causes the background color of an entity to be set based on a theme color. #[derive(Component, Clone)] #[require(BackgroundColor)] #[component(immutable)] #[derive(Reflect)] #[reflect(Component, Clone)] pub struct ThemeBackgroundColor(pub ThemeToken); /// Component which causes the border color of an entity to be set based on a theme color. /// Only supports setting all borders to the same color. #[derive(Component, Clone)] #[require(BorderColor)] #[component(immutable)] #[derive(Reflect)] #[reflect(Component, Clone)] pub struct ThemeBorderColor(pub ThemeToken); /// Component which causes the inherited text color of an entity to be set based on a theme color. #[derive(Component, Clone)] #[component(immutable)] #[derive(Reflect)] #[reflect(Component, Clone)] #[require(ThemedText, PropagateOver::<TextColor>::default())] pub struct ThemeFontColor(pub ThemeToken); /// A marker component that is used to indicate that the text entity wants to opt-in to using /// inherited text styles. #[derive(Component, Reflect, Default)] #[reflect(Component)] pub struct ThemedText; pub(crate) fn update_theme( mut q_background: Query<(&mut BackgroundColor, &ThemeBackgroundColor)>, mut q_border: Query<(&mut BorderColor, &ThemeBorderColor)>, theme: Res<UiTheme>, ) { if theme.is_changed() { // Update all background colors for (mut bg, theme_bg) in q_background.iter_mut() { bg.0 = theme.color(&theme_bg.0); } // Update all border colors for (mut border, theme_border) in q_border.iter_mut() { border.set_all(theme.color(&theme_border.0)); } } } pub(crate) fn on_changed_background( insert: On<Insert, ThemeBackgroundColor>, mut q_background: Query< (&mut BackgroundColor, &ThemeBackgroundColor), Changed<ThemeBackgroundColor>, >, theme: Res<UiTheme>, ) { // Update background colors where the design token has changed. if let Ok((mut bg, theme_bg)) = q_background.get_mut(insert.entity) { bg.0 = theme.color(&theme_bg.0); } } pub(crate) fn on_changed_border( insert: On<Insert, ThemeBorderColor>, mut q_border: Query<(&mut BorderColor, &ThemeBorderColor), Changed<ThemeBorderColor>>, theme: Res<UiTheme>, ) { // Update background colors where the design token has changed. if let Ok((mut border, theme_border)) = q_border.get_mut(insert.entity) { border.set_all(theme.color(&theme_border.0)); } } /// An observer which looks for changes to the [`ThemeFontColor`] component on an entity, and /// propagates downward the text color to all participating text entities. pub(crate) fn on_changed_font_color( insert: On<Insert, ThemeFontColor>, font_color: Query<&ThemeFontColor>, theme: Res<UiTheme>, mut commands: Commands, ) { if let Ok(token) = font_color.get(insert.entity) { let color = theme.color(&token.0); commands .entity(insert.entity) .insert(Propagate(TextColor(color))); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/palette.rs
crates/bevy_feathers/src/palette.rs
//! The Feathers standard color palette. use bevy_color::Color; /// <div style="background-color: #000000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLACK: Color = Color::oklcha(0.0, 0.0, 0.0, 1.0); /// <div style="background-color: #1F1F24; width: 10px; padding: 10px; border: 1px solid;"></div> - window background pub const GRAY_0: Color = Color::oklcha(0.2414, 0.0095, 285.67, 1.0); /// <div style="background-color: #2A2A2E; width: 10px; padding: 10px; border: 1px solid;"></div> - pane background pub const GRAY_1: Color = Color::oklcha(0.2866, 0.0072, 285.93, 1.0); /// <div style="background-color: #36373B; width: 10px; padding: 10px; border: 1px solid;"></div> - item background pub const GRAY_2: Color = Color::oklcha(0.3373, 0.0071, 274.77, 1.0); /// <div style="background-color: #46474D; width: 10px; padding: 10px; border: 1px solid;"></div> - item background (active) pub const GRAY_3: Color = Color::oklcha(0.3992, 0.0101, 278.38, 1.0); /// <div style="background-color: #414142; width: 10px; padding: 10px; border: 1px solid;"></div> - border pub const WARM_GRAY_1: Color = Color::oklcha(0.3757, 0.0017, 286.32, 1.0); /// <div style="background-color: #B1B1B2; width: 10px; padding: 10px; border: 1px solid;"></div> - bright label text pub const LIGHT_GRAY_1: Color = Color::oklcha(0.7607, 0.0014, 286.37, 1.0); /// <div style="background-color: #838385; width: 10px; padding: 10px; border: 1px solid;"></div> - dim label text pub const LIGHT_GRAY_2: Color = Color::oklcha(0.6106, 0.003, 286.31, 1.0); /// <div style="background-color: #FFFFFF; width: 10px; padding: 10px; border: 1px solid;"></div> - button label text pub const WHITE: Color = Color::oklcha(1.0, 0.000000059604645, 90.0, 1.0); /// <div style="background-color: #206EC9; width: 10px; padding: 10px; border: 1px solid;"></div> - call-to-action and selection color pub const ACCENT: Color = Color::oklcha(0.542, 0.1594, 255.4, 1.0); /// <div style="background-color: #AB4051; width: 10px; padding: 10px; border: 1px solid;"></div> - for X-axis inputs and drag handles pub const X_AXIS: Color = Color::oklcha(0.5232, 0.1404, 13.84, 1.0); /// <div style="background-color: #5D8D0A; width: 10px; padding: 10px; border: 1px solid;"></div> - for Y-axis inputs and drag handles pub const Y_AXIS: Color = Color::oklcha(0.5866, 0.1543, 129.84, 1.0); /// <div style="background-color: #2160A3; width: 10px; padding: 10px; border: 1px solid;"></div> - for Z-axis inputs and drag handles pub const Z_AXIS: Color = Color::oklcha(0.4847, 0.1249, 253.08, 1.0);
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/alpha_pattern.rs
crates/bevy_feathers/src/alpha_pattern.rs
use bevy_app::Plugin; use bevy_asset::{Asset, Assets, Handle}; use bevy_ecs::{ component::Component, lifecycle::Add, observer::On, reflect::ReflectComponent, resource::Resource, system::{Query, Res}, world::FromWorld, }; use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath}; use bevy_render::render_resource::AsBindGroup; use bevy_shader::ShaderRef; use bevy_ui_render::ui_material::{MaterialNode, UiMaterial}; #[derive(AsBindGroup, Asset, TypePath, Default, Debug, Clone)] pub(crate) struct AlphaPatternMaterial {} impl UiMaterial for AlphaPatternMaterial { fn fragment_shader() -> ShaderRef { "embedded://bevy_feathers/assets/shaders/alpha_pattern.wgsl".into() } } #[derive(Resource)] pub(crate) struct AlphaPatternResource(pub(crate) Handle<AlphaPatternMaterial>); impl FromWorld for AlphaPatternResource { fn from_world(world: &mut bevy_ecs::world::World) -> Self { let mut ui_materials = world .get_resource_mut::<Assets<AlphaPatternMaterial>>() .unwrap(); Self(ui_materials.add(AlphaPatternMaterial::default())) } } /// Marker that tells us we want to fill in the [`MaterialNode`] with the alpha material. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Default)] pub(crate) struct AlphaPattern; /// Observer to fill in the material handle (since we don't have access to the materials asset /// in the template) fn on_add_alpha_pattern( add: On<Add, AlphaPattern>, mut q_material_node: Query<&mut MaterialNode<AlphaPatternMaterial>>, r_material: Res<AlphaPatternResource>, ) { if let Ok(mut material) = q_material_node.get_mut(add.entity) { material.0 = r_material.0.clone(); } } /// Plugin which registers the systems for updating the button styles. pub struct AlphaPatternPlugin; impl Plugin for AlphaPatternPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_observer(on_add_alpha_pattern); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/handle_or_path.rs
crates/bevy_feathers/src/handle_or_path.rs
//! Provides a way to specify assets either by handle or by path. use bevy_asset::{Asset, Handle}; use bevy_reflect::Reflect; /// Enum that represents a reference to an asset as either a [`Handle`] or a [`String`] path. /// /// This is useful for when you want to specify an asset, but don't always have convenient /// access to an asset server reference. #[derive(Clone, Debug, Reflect)] pub enum HandleOrPath<T: Asset> { /// Specify the asset reference as a handle. Handle(Handle<T>), /// Specify the asset reference as a [`String`]. Path(String), } impl<T: Asset> Default for HandleOrPath<T> { fn default() -> Self { Self::Path("".to_string()) } } // Necessary because we don't want to require T: PartialEq impl<T: Asset> PartialEq for HandleOrPath<T> { fn eq(&self, other: &Self) -> bool { match (self, other) { (HandleOrPath::Handle(h1), HandleOrPath::Handle(h2)) => h1 == h2, (HandleOrPath::Path(p1), HandleOrPath::Path(p2)) => p1 == p2, _ => false, } } } impl<T: Asset> From<Handle<T>> for HandleOrPath<T> { fn from(h: Handle<T>) -> Self { HandleOrPath::Handle(h) } } impl<T: Asset> From<&str> for HandleOrPath<T> { fn from(p: &str) -> Self { HandleOrPath::Path(p.to_string()) } } impl<T: Asset> From<String> for HandleOrPath<T> { fn from(p: String) -> Self { HandleOrPath::Path(p.clone()) } } impl<T: Asset> From<&String> for HandleOrPath<T> { fn from(p: &String) -> Self { HandleOrPath::Path(p.to_string()) } } impl<T: Asset + Clone> From<&HandleOrPath<T>> for HandleOrPath<T> { fn from(p: &HandleOrPath<T>) -> Self { p.to_owned() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/tokens.rs
crates/bevy_feathers/src/tokens.rs
//! Design tokens used by Feathers themes. //! //! The term "design token" is commonly used in UX design to mean the smallest unit of a theme, //! similar in concept to a CSS variable. Each token represents an assignment of a color or //! value to a specific visual aspect of a widget, such as background or border. use crate::theme::ThemeToken; /// Window background pub const WINDOW_BG: ThemeToken = ThemeToken::new_static("feathers.window.bg"); /// Focus ring pub const FOCUS_RING: ThemeToken = ThemeToken::new_static("feathers.focus"); /// Regular text pub const TEXT_MAIN: ThemeToken = ThemeToken::new_static("feathers.text.main"); /// Dim text pub const TEXT_DIM: ThemeToken = ThemeToken::new_static("feathers.text.dim"); // Normal buttons /// Regular button background pub const BUTTON_BG: ThemeToken = ThemeToken::new_static("feathers.button.bg"); /// Regular button background (hovered) pub const BUTTON_BG_HOVER: ThemeToken = ThemeToken::new_static("feathers.button.bg.hover"); /// Regular button background (disabled) pub const BUTTON_BG_DISABLED: ThemeToken = ThemeToken::new_static("feathers.button.bg.disabled"); /// Regular button background (pressed) pub const BUTTON_BG_PRESSED: ThemeToken = ThemeToken::new_static("feathers.button.bg.pressed"); /// Regular button text pub const BUTTON_TEXT: ThemeToken = ThemeToken::new_static("feathers.button.txt"); /// Regular button text (disabled) pub const BUTTON_TEXT_DISABLED: ThemeToken = ThemeToken::new_static("feathers.button.txt.disabled"); // Primary ("default") buttons /// Primary button background pub const BUTTON_PRIMARY_BG: ThemeToken = ThemeToken::new_static("feathers.button.primary.bg"); /// Primary button background (hovered) pub const BUTTON_PRIMARY_BG_HOVER: ThemeToken = ThemeToken::new_static("feathers.button.primary.bg.hover"); /// Primary button background (disabled) pub const BUTTON_PRIMARY_BG_DISABLED: ThemeToken = ThemeToken::new_static("feathers.button.primary.bg.disabled"); /// Primary button background (pressed) pub const BUTTON_PRIMARY_BG_PRESSED: ThemeToken = ThemeToken::new_static("feathers.button.primary.bg.pressed"); /// Primary button text pub const BUTTON_PRIMARY_TEXT: ThemeToken = ThemeToken::new_static("feathers.button.primary.txt"); /// Primary button text (disabled) pub const BUTTON_PRIMARY_TEXT_DISABLED: ThemeToken = ThemeToken::new_static("feathers.button.primary.txt.disabled"); // Slider /// Background for slider pub const SLIDER_BG: ThemeToken = ThemeToken::new_static("feathers.slider.bg"); /// Background for slider moving bar pub const SLIDER_BAR: ThemeToken = ThemeToken::new_static("feathers.slider.bar"); /// Background for slider moving bar (disabled) pub const SLIDER_BAR_DISABLED: ThemeToken = ThemeToken::new_static("feathers.slider.bar.disabled"); /// Background for slider text pub const SLIDER_TEXT: ThemeToken = ThemeToken::new_static("feathers.slider.text"); /// Background for slider text (disabled) pub const SLIDER_TEXT_DISABLED: ThemeToken = ThemeToken::new_static("feathers.slider.text.disabled"); // Checkbox /// Checkbox background around the checkmark pub const CHECKBOX_BG: ThemeToken = ThemeToken::new_static("feathers.checkbox.bg"); /// Checkbox border around the checkmark (disabled) pub const CHECKBOX_BG_DISABLED: ThemeToken = ThemeToken::new_static("feathers.checkbox.bg.disabled"); /// Checkbox background around the checkmark pub const CHECKBOX_BG_CHECKED: ThemeToken = ThemeToken::new_static("feathers.checkbox.bg.checked"); /// Checkbox border around the checkmark (disabled) pub const CHECKBOX_BG_CHECKED_DISABLED: ThemeToken = ThemeToken::new_static("feathers.checkbox.bg.checked.disabled"); /// Checkbox border around the checkmark pub const CHECKBOX_BORDER: ThemeToken = ThemeToken::new_static("feathers.checkbox.border"); /// Checkbox border around the checkmark (hovered) pub const CHECKBOX_BORDER_HOVER: ThemeToken = ThemeToken::new_static("feathers.checkbox.border.hover"); /// Checkbox border around the checkmark (disabled) pub const CHECKBOX_BORDER_DISABLED: ThemeToken = ThemeToken::new_static("feathers.checkbox.border.disabled"); /// Checkbox check mark pub const CHECKBOX_MARK: ThemeToken = ThemeToken::new_static("feathers.checkbox.mark"); /// Checkbox check mark (disabled) pub const CHECKBOX_MARK_DISABLED: ThemeToken = ThemeToken::new_static("feathers.checkbox.mark.disabled"); /// Checkbox label text pub const CHECKBOX_TEXT: ThemeToken = ThemeToken::new_static("feathers.checkbox.text"); /// Checkbox label text (disabled) pub const CHECKBOX_TEXT_DISABLED: ThemeToken = ThemeToken::new_static("feathers.checkbox.text.disabled"); // Radio button /// Radio border around the checkmark pub const RADIO_BORDER: ThemeToken = ThemeToken::new_static("feathers.radio.border"); /// Radio border around the checkmark (hovered) pub const RADIO_BORDER_HOVER: ThemeToken = ThemeToken::new_static("feathers.radio.border.hover"); /// Radio border around the checkmark (disabled) pub const RADIO_BORDER_DISABLED: ThemeToken = ThemeToken::new_static("feathers.radio.border.disabled"); /// Radio check mark pub const RADIO_MARK: ThemeToken = ThemeToken::new_static("feathers.radio.mark"); /// Radio check mark (disabled) pub const RADIO_MARK_DISABLED: ThemeToken = ThemeToken::new_static("feathers.radio.mark.disabled"); /// Radio label text pub const RADIO_TEXT: ThemeToken = ThemeToken::new_static("feathers.radio.text"); /// Radio label text (disabled) pub const RADIO_TEXT_DISABLED: ThemeToken = ThemeToken::new_static("feathers.radio.text.disabled"); // Toggle Switch /// Switch background around the checkmark pub const SWITCH_BG: ThemeToken = ThemeToken::new_static("feathers.switch.bg"); /// Switch border around the checkmark (disabled) pub const SWITCH_BG_DISABLED: ThemeToken = ThemeToken::new_static("feathers.switch.bg.disabled"); /// Switch background around the checkmark pub const SWITCH_BG_CHECKED: ThemeToken = ThemeToken::new_static("feathers.switch.bg.checked"); /// Switch border around the checkmark (disabled) pub const SWITCH_BG_CHECKED_DISABLED: ThemeToken = ThemeToken::new_static("feathers.switch.bg.checked.disabled"); /// Switch border around the checkmark pub const SWITCH_BORDER: ThemeToken = ThemeToken::new_static("feathers.switch.border"); /// Switch border around the checkmark (hovered) pub const SWITCH_BORDER_HOVER: ThemeToken = ThemeToken::new_static("feathers.switch.border.hover"); /// Switch border around the checkmark (disabled) pub const SWITCH_BORDER_DISABLED: ThemeToken = ThemeToken::new_static("feathers.switch.border.disabled"); /// Switch slide pub const SWITCH_SLIDE: ThemeToken = ThemeToken::new_static("feathers.switch.slide"); /// Switch slide (disabled) pub const SWITCH_SLIDE_DISABLED: ThemeToken = ThemeToken::new_static("feathers.switch.slide.disabled"); // Color Plane /// Color plane frame background pub const COLOR_PLANE_BG: ThemeToken = ThemeToken::new_static("feathers.colorplane.bg");
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/dark_theme.rs
crates/bevy_feathers/src/dark_theme.rs
//! The standard `bevy_feathers` dark theme. use crate::{palette, tokens}; use bevy_color::{Alpha, Luminance}; use bevy_platform::collections::HashMap; use crate::theme::ThemeProps; /// Create a [`ThemeProps`] object and populate it with the colors for the default dark theme. pub fn create_dark_theme() -> ThemeProps { ThemeProps { color: HashMap::from([ (tokens::WINDOW_BG, palette::GRAY_0), // Button (tokens::BUTTON_BG, palette::GRAY_3), (tokens::BUTTON_BG_HOVER, palette::GRAY_3.lighter(0.05)), (tokens::BUTTON_BG_PRESSED, palette::GRAY_3.lighter(0.1)), (tokens::BUTTON_BG_DISABLED, palette::GRAY_2), (tokens::BUTTON_PRIMARY_BG, palette::ACCENT), ( tokens::BUTTON_PRIMARY_BG_HOVER, palette::ACCENT.lighter(0.05), ), ( tokens::BUTTON_PRIMARY_BG_PRESSED, palette::ACCENT.lighter(0.1), ), (tokens::BUTTON_PRIMARY_BG_DISABLED, palette::GRAY_2), (tokens::BUTTON_TEXT, palette::WHITE), (tokens::BUTTON_TEXT_DISABLED, palette::WHITE.with_alpha(0.5)), (tokens::BUTTON_PRIMARY_TEXT, palette::WHITE), ( tokens::BUTTON_PRIMARY_TEXT_DISABLED, palette::WHITE.with_alpha(0.5), ), // Slider (tokens::SLIDER_BG, palette::GRAY_1), (tokens::SLIDER_BAR, palette::ACCENT), (tokens::SLIDER_BAR_DISABLED, palette::GRAY_2), (tokens::SLIDER_TEXT, palette::WHITE), (tokens::SLIDER_TEXT_DISABLED, palette::WHITE.with_alpha(0.5)), // Checkbox (tokens::CHECKBOX_BG, palette::GRAY_3), (tokens::CHECKBOX_BG_CHECKED, palette::ACCENT), ( tokens::CHECKBOX_BG_DISABLED, palette::GRAY_1.with_alpha(0.5), ), ( tokens::CHECKBOX_BG_CHECKED_DISABLED, palette::GRAY_3.with_alpha(0.5), ), (tokens::CHECKBOX_BORDER, palette::GRAY_3), (tokens::CHECKBOX_BORDER_HOVER, palette::GRAY_3.lighter(0.1)), ( tokens::CHECKBOX_BORDER_DISABLED, palette::GRAY_3.with_alpha(0.5), ), (tokens::CHECKBOX_MARK, palette::WHITE), (tokens::CHECKBOX_MARK_DISABLED, palette::LIGHT_GRAY_2), (tokens::CHECKBOX_TEXT, palette::LIGHT_GRAY_1), ( tokens::CHECKBOX_TEXT_DISABLED, palette::LIGHT_GRAY_1.with_alpha(0.5), ), // Radio (tokens::RADIO_BORDER, palette::GRAY_3), (tokens::RADIO_BORDER_HOVER, palette::GRAY_3.lighter(0.1)), ( tokens::RADIO_BORDER_DISABLED, palette::GRAY_3.with_alpha(0.5), ), (tokens::RADIO_MARK, palette::ACCENT), (tokens::RADIO_MARK_DISABLED, palette::ACCENT.with_alpha(0.5)), (tokens::RADIO_TEXT, palette::LIGHT_GRAY_1), ( tokens::RADIO_TEXT_DISABLED, palette::LIGHT_GRAY_1.with_alpha(0.5), ), // Toggle Switch (tokens::SWITCH_BG, palette::GRAY_3), (tokens::SWITCH_BG_CHECKED, palette::ACCENT), (tokens::SWITCH_BG_DISABLED, palette::GRAY_1.with_alpha(0.5)), ( tokens::SWITCH_BG_CHECKED_DISABLED, palette::GRAY_3.with_alpha(0.5), ), (tokens::SWITCH_BORDER, palette::GRAY_3), (tokens::SWITCH_BORDER_HOVER, palette::GRAY_3.lighter(0.1)), ( tokens::SWITCH_BORDER_DISABLED, palette::GRAY_3.with_alpha(0.5), ), (tokens::SWITCH_SLIDE, palette::LIGHT_GRAY_2), ( tokens::SWITCH_SLIDE_DISABLED, palette::LIGHT_GRAY_2.with_alpha(0.3), ), (tokens::COLOR_PLANE_BG, palette::GRAY_1), ]), } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/rounded_corners.rs
crates/bevy_feathers/src/rounded_corners.rs
//! Mechanism for specifying which corners of a widget are rounded, used for segmented buttons //! and control groups. use bevy_ui::{BorderRadius, Val}; /// Allows specifying which corners are rounded and which are sharp. All rounded corners /// have the same radius. Not all combinations are supported, only the ones that make /// sense for a segmented buttons. /// /// A typical use case would be a segmented button consisting of 3 individual buttons in a /// row. In that case, you would have the leftmost button have rounded corners on the left, /// the right-most button have rounded corners on the right, and the center button have /// only sharp corners. #[derive(Debug, Clone, Copy, Default, PartialEq)] pub enum RoundedCorners { /// No corners are rounded. None, #[default] /// All corners are rounded. All, /// Top-left corner is rounded. TopLeft, /// Top-right corner is rounded. TopRight, /// Bottom-right corner is rounded. BottomRight, /// Bottom-left corner is rounded. BottomLeft, /// Top corners are rounded. Top, /// Right corners are rounded. Right, /// Bottom corners are rounded. Bottom, /// Left corners are rounded. Left, } impl RoundedCorners { /// Convert the `RoundedCorners` to a `BorderRadius` for use in a `Node`. pub fn to_border_radius(&self, radius: f32) -> BorderRadius { let radius = Val::Px(radius); let zero = Val::ZERO; match self { RoundedCorners::None => BorderRadius::all(zero), RoundedCorners::All => BorderRadius::all(radius), RoundedCorners::TopLeft => BorderRadius { top_left: radius, top_right: zero, bottom_right: zero, bottom_left: zero, }, RoundedCorners::TopRight => BorderRadius { top_left: zero, top_right: radius, bottom_right: zero, bottom_left: zero, }, RoundedCorners::BottomRight => BorderRadius { top_left: zero, top_right: zero, bottom_right: radius, bottom_left: zero, }, RoundedCorners::BottomLeft => BorderRadius { top_left: zero, top_right: zero, bottom_right: zero, bottom_left: radius, }, RoundedCorners::Top => BorderRadius { top_left: radius, top_right: radius, bottom_right: zero, bottom_left: zero, }, RoundedCorners::Right => BorderRadius { top_left: zero, top_right: radius, bottom_right: radius, bottom_left: zero, }, RoundedCorners::Bottom => BorderRadius { top_left: zero, top_right: zero, bottom_right: radius, bottom_left: radius, }, RoundedCorners::Left => BorderRadius { top_left: radius, top_right: zero, bottom_right: zero, bottom_left: radius, }, } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/constants.rs
crates/bevy_feathers/src/constants.rs
//! Various non-themable constants for the Feathers look and feel. /// Font asset paths pub mod fonts { /// Default regular font path pub const REGULAR: &str = "embedded://bevy_feathers/assets/fonts/FiraSans-Regular.ttf"; /// Regular italic font path pub const ITALIC: &str = "embedded://bevy_feathers/assets/fonts/FiraSans-Italic.ttf"; /// Bold font path pub const BOLD: &str = "embedded://bevy_feathers/assets/fonts/FiraSans-Bold.ttf"; /// Bold italic font path pub const BOLD_ITALIC: &str = "embedded://bevy_feathers/assets/fonts/FiraSans-BoldItalic.ttf"; /// Monospace font path pub const MONO: &str = "embedded://bevy_feathers/assets/fonts/FiraMono-Medium.ttf"; } /// Size constants pub mod size { use bevy_ui::Val; /// Common row size for buttons, sliders, spinners, etc. pub const ROW_HEIGHT: Val = Val::Px(24.0); /// Width and height of a checkbox pub const CHECKBOX_SIZE: Val = Val::Px(18.0); /// Width and height of a radio button pub const RADIO_SIZE: Val = Val::Px(18.0); /// Width of a toggle switch pub const TOGGLE_WIDTH: Val = Val::Px(32.0); /// Height of a toggle switch pub const TOGGLE_HEIGHT: Val = Val::Px(18.0); }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/font_styles.rs
crates/bevy_feathers/src/font_styles.rs
//! A framework for inheritable font styles. use bevy_app::{Propagate, PropagateOver}; use bevy_asset::{AssetServer, Handle}; use bevy_ecs::{ component::Component, lifecycle::Insert, observer::On, reflect::ReflectComponent, system::{Commands, Query, Res}, }; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_text::{Font, TextFont}; use crate::{handle_or_path::HandleOrPath, theme::ThemedText}; /// A component which, when inserted on an entity, will load the given font and propagate it /// downward to any child text entity that has the [`ThemedText`] marker. #[derive(Component, Default, Clone, Debug, Reflect)] #[reflect(Component, Default)] #[require(ThemedText, PropagateOver::<TextFont>::default())] pub struct InheritableFont { /// The font handle or path. pub font: HandleOrPath<Font>, /// The desired font size. pub font_size: f32, } impl InheritableFont { /// Create a new `InheritableFont` from a handle. pub fn from_handle(handle: Handle<Font>) -> Self { Self { font: HandleOrPath::Handle(handle), font_size: 16.0, } } /// Create a new `InheritableFont` from a path. pub fn from_path(path: &str) -> Self { Self { font: HandleOrPath::Path(path.to_string()), font_size: 16.0, } } } /// An observer which looks for changes to the [`InheritableFont`] component on an entity, and /// propagates downward the font to all participating text entities. pub(crate) fn on_changed_font( insert: On<Insert, InheritableFont>, font_style: Query<&InheritableFont>, assets: Res<AssetServer>, mut commands: Commands, ) { if let Ok(style) = font_style.get(insert.entity) && let Some(font) = match style.font { HandleOrPath::Handle(ref h) => Some(h.clone()), HandleOrPath::Path(ref p) => Some(assets.load::<Font>(p)), } { commands.entity(insert.entity).insert(Propagate(TextFont { font: font.into(), font_size: style.font_size, ..Default::default() })); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/button.rs
crates/bevy_feathers/src/controls/button.rs
use bevy_app::{Plugin, PreUpdate}; use bevy_ecs::{ bundle::Bundle, component::Component, entity::Entity, hierarchy::{ChildOf, Children}, lifecycle::RemovedComponents, query::{Added, Changed, Has, Or}, reflect::ReflectComponent, schedule::IntoScheduleConfigs, spawn::{SpawnRelated, SpawnableList}, system::{Commands, Query}, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_picking::{hover::Hovered, PickingSystems}; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{AlignItems, InteractionDisabled, JustifyContent, Node, Pressed, UiRect, Val}; use bevy_ui_widgets::Button; use crate::{ constants::{fonts, size}, cursor::EntityCursor, font_styles::InheritableFont, handle_or_path::HandleOrPath, rounded_corners::RoundedCorners, theme::{ThemeBackgroundColor, ThemeFontColor}, tokens, }; /// Color variants for buttons. This also functions as a component used by the dynamic styling /// system to identify which entities are buttons. #[derive(Component, Default, Clone, Reflect, Debug, PartialEq, Eq)] #[reflect(Component, Clone, Default)] pub enum ButtonVariant { /// The standard button appearance #[default] Normal, /// A button with a more prominent color, this is used for "call to action" buttons, /// default buttons for dialog boxes, and so on. Primary, } /// Parameters for the button template, passed to [`button`] function. #[derive(Default)] pub struct ButtonProps { /// Color variant for the button. pub variant: ButtonVariant, /// Rounded corners options pub corners: RoundedCorners, } /// Template function to spawn a button. /// /// # Arguments /// * `props` - construction properties for the button. /// * `overrides` - a bundle of components that are merged in with the normal button components. /// * `children` - a [`SpawnableList`] of child elements, such as a label or icon for the button. /// /// # Emitted events /// * [`bevy_ui_widgets::Activate`] when any of the following happens: /// * the pointer is released while hovering over the button. /// * the ENTER or SPACE key is pressed while the button has keyboard focus. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn button<C: SpawnableList<ChildOf> + Send + Sync + 'static, B: Bundle>( props: ButtonProps, overrides: B, children: C, ) -> impl Bundle { ( Node { height: size::ROW_HEIGHT, justify_content: JustifyContent::Center, align_items: AlignItems::Center, padding: UiRect::axes(Val::Px(8.0), Val::Px(0.)), flex_grow: 1.0, border_radius: props.corners.to_border_radius(4.0), ..Default::default() }, Button, props.variant, Hovered::default(), EntityCursor::System(bevy_window::SystemCursorIcon::Pointer), TabIndex(0), ThemeBackgroundColor(tokens::BUTTON_BG), ThemeFontColor(tokens::BUTTON_TEXT), InheritableFont { font: HandleOrPath::Path(fonts::REGULAR.to_owned()), font_size: 14.0, }, overrides, Children::spawn(children), ) } fn update_button_styles( q_buttons: Query< ( Entity, &ButtonVariant, Has<InteractionDisabled>, Has<Pressed>, &Hovered, &ThemeBackgroundColor, &ThemeFontColor, ), Or<( Changed<Hovered>, Changed<ButtonVariant>, Added<Pressed>, Added<InteractionDisabled>, )>, >, mut commands: Commands, ) { for (button_ent, variant, disabled, pressed, hovered, bg_color, font_color) in q_buttons.iter() { set_button_styles( button_ent, variant, disabled, pressed, hovered.0, bg_color, font_color, &mut commands, ); } } fn update_button_styles_remove( q_buttons: Query<( Entity, &ButtonVariant, Has<InteractionDisabled>, Has<Pressed>, &Hovered, &ThemeBackgroundColor, &ThemeFontColor, )>, mut removed_disabled: RemovedComponents<InteractionDisabled>, mut removed_pressed: RemovedComponents<Pressed>, mut commands: Commands, ) { removed_disabled .read() .chain(removed_pressed.read()) .for_each(|ent| { if let Ok((button_ent, variant, disabled, pressed, hovered, bg_color, font_color)) = q_buttons.get(ent) { set_button_styles( button_ent, variant, disabled, pressed, hovered.0, bg_color, font_color, &mut commands, ); } }); } fn set_button_styles( button_ent: Entity, variant: &ButtonVariant, disabled: bool, pressed: bool, hovered: bool, bg_color: &ThemeBackgroundColor, font_color: &ThemeFontColor, commands: &mut Commands, ) { let bg_token = match (variant, disabled, pressed, hovered) { (ButtonVariant::Normal, true, _, _) => tokens::BUTTON_BG_DISABLED, (ButtonVariant::Normal, false, true, _) => tokens::BUTTON_BG_PRESSED, (ButtonVariant::Normal, false, false, true) => tokens::BUTTON_BG_HOVER, (ButtonVariant::Normal, false, false, false) => tokens::BUTTON_BG, (ButtonVariant::Primary, true, _, _) => tokens::BUTTON_PRIMARY_BG_DISABLED, (ButtonVariant::Primary, false, true, _) => tokens::BUTTON_PRIMARY_BG_PRESSED, (ButtonVariant::Primary, false, false, true) => tokens::BUTTON_PRIMARY_BG_HOVER, (ButtonVariant::Primary, false, false, false) => tokens::BUTTON_PRIMARY_BG, }; let font_color_token = match (variant, disabled) { (ButtonVariant::Normal, true) => tokens::BUTTON_TEXT_DISABLED, (ButtonVariant::Normal, false) => tokens::BUTTON_TEXT, (ButtonVariant::Primary, true) => tokens::BUTTON_PRIMARY_TEXT_DISABLED, (ButtonVariant::Primary, false) => tokens::BUTTON_PRIMARY_TEXT, }; let cursor_shape = match disabled { true => bevy_window::SystemCursorIcon::NotAllowed, false => bevy_window::SystemCursorIcon::Pointer, }; // Change background color if bg_color.0 != bg_token { commands .entity(button_ent) .insert(ThemeBackgroundColor(bg_token)); } // Change font color if font_color.0 != font_color_token { commands .entity(button_ent) .insert(ThemeFontColor(font_color_token)); } // Change cursor shape commands .entity(button_ent) .insert(EntityCursor::System(cursor_shape)); } /// Plugin which registers the systems for updating the button styles. pub struct ButtonPlugin; impl Plugin for ButtonPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, (update_button_styles, update_button_styles_remove).in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/virtual_keyboard.rs
crates/bevy_feathers/src/controls/virtual_keyboard.rs
use bevy_ecs::prelude::*; use bevy_input_focus::tab_navigation::TabGroup; use bevy_ui::Node; use bevy_ui::Val; use bevy_ui::{widget::Text, FlexDirection}; use bevy_ui_widgets::{observe, Activate}; use crate::controls::{button, ButtonProps}; /// Fired whenever a virtual key is pressed. #[derive(EntityEvent)] pub struct VirtualKeyPressed<T> { /// The virtual keyboard entity pub entity: Entity, /// The pressed virtual key pub key: T, } /// Function to spawn a virtual keyboard /// /// # Emitted events /// * [`crate::controls::VirtualKeyPressed<T>`] when a virtual key on the keyboard is un-pressed. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn virtual_keyboard<T>( keys: impl Iterator<Item = Vec<T>> + Send + Sync + 'static, ) -> impl Bundle where T: AsRef<str> + Clone + Send + Sync + 'static, { ( Node { flex_direction: FlexDirection::Column, row_gap: Val::Px(4.), ..Default::default() }, TabGroup::new(0), Children::spawn(SpawnIter(keys.map(move |row| { ( Node { flex_direction: FlexDirection::Row, column_gap: Val::Px(4.), ..Default::default() }, Children::spawn(SpawnIter(row.into_iter().map(move |key| { ( button(ButtonProps::default(), (), Spawn(Text::new(key.as_ref()))), observe( move |activate: On<Activate>, mut commands: Commands, query: Query<&ChildOf>| -> Result { let virtual_keyboard = query.get(query.get(activate.entity)?.parent())?.parent(); commands.trigger(VirtualKeyPressed { entity: virtual_keyboard, key: key.clone(), }); Ok(()) }, ), ) }))), ) }))), ) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/toggle_switch.rs
crates/bevy_feathers/src/controls/toggle_switch.rs
use accesskit::Role; use bevy_a11y::AccessibilityNode; use bevy_app::{Plugin, PreUpdate}; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::Children, lifecycle::RemovedComponents, query::{Added, Changed, Has, Or, With}, reflect::ReflectComponent, schedule::IntoScheduleConfigs, spawn::SpawnRelated, system::{Commands, Query}, world::Mut, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_picking::{hover::Hovered, PickingSystems}; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{BorderRadius, Checked, InteractionDisabled, Node, PositionType, UiRect, Val}; use bevy_ui_widgets::Checkbox; use crate::{ constants::size, cursor::EntityCursor, theme::{ThemeBackgroundColor, ThemeBorderColor}, tokens, }; /// Marker for the toggle switch outline #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct ToggleSwitchOutline; /// Marker for the toggle switch slide #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct ToggleSwitchSlide; /// Template function to spawn a toggle switch. /// /// # Arguments /// * `props` - construction properties for the toggle switch. /// * `overrides` - a bundle of components that are merged in with the normal toggle switch components. /// /// # Emitted events /// * [`bevy_ui_widgets::ValueChange<bool>`] with the new value when the toggle switch changes state. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the bundle pub fn toggle_switch<B: Bundle>(overrides: B) -> impl Bundle { ( Node { width: size::TOGGLE_WIDTH, height: size::TOGGLE_HEIGHT, border: UiRect::all(Val::Px(2.0)), border_radius: BorderRadius::all(Val::Px(5.0)), ..Default::default() }, Checkbox, ToggleSwitchOutline, ThemeBackgroundColor(tokens::SWITCH_BG), ThemeBorderColor(tokens::SWITCH_BORDER), AccessibilityNode(accesskit::Node::new(Role::Switch)), Hovered::default(), EntityCursor::System(bevy_window::SystemCursorIcon::Pointer), TabIndex(0), overrides, children![( Node { position_type: PositionType::Absolute, left: Val::Percent(0.), top: Val::Px(0.), bottom: Val::Px(0.), width: Val::Percent(50.), border_radius: BorderRadius::all(Val::Px(3.0)), ..Default::default() }, ToggleSwitchSlide, ThemeBackgroundColor(tokens::SWITCH_SLIDE), )], ) } fn update_switch_styles( q_switches: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeBackgroundColor, &ThemeBorderColor, ), ( With<ToggleSwitchOutline>, Or<(Changed<Hovered>, Added<Checked>, Added<InteractionDisabled>)>, ), >, q_children: Query<&Children>, mut q_slide: Query<(&mut Node, &ThemeBackgroundColor), With<ToggleSwitchSlide>>, mut commands: Commands, ) { for (switch_ent, disabled, checked, hovered, outline_bg, outline_border) in q_switches.iter() { let Some(slide_ent) = q_children .iter_descendants(switch_ent) .find(|en| q_slide.contains(*en)) else { continue; }; // Safety: since we just checked the query, should always work. let (ref mut slide_style, slide_color) = q_slide.get_mut(slide_ent).unwrap(); set_switch_styles( switch_ent, slide_ent, disabled, checked, hovered.0, outline_bg, outline_border, slide_style, slide_color, &mut commands, ); } } fn update_switch_styles_remove( q_switches: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeBackgroundColor, &ThemeBorderColor, ), With<ToggleSwitchOutline>, >, q_children: Query<&Children>, mut q_slide: Query<(&mut Node, &ThemeBackgroundColor), With<ToggleSwitchSlide>>, mut removed_disabled: RemovedComponents<InteractionDisabled>, mut removed_checked: RemovedComponents<Checked>, mut commands: Commands, ) { removed_disabled .read() .chain(removed_checked.read()) .for_each(|ent| { if let Ok((switch_ent, disabled, checked, hovered, outline_bg, outline_border)) = q_switches.get(ent) { let Some(slide_ent) = q_children .iter_descendants(switch_ent) .find(|en| q_slide.contains(*en)) else { return; }; // Safety: since we just checked the query, should always work. let (ref mut slide_style, slide_color) = q_slide.get_mut(slide_ent).unwrap(); set_switch_styles( switch_ent, slide_ent, disabled, checked, hovered.0, outline_bg, outline_border, slide_style, slide_color, &mut commands, ); } }); } fn set_switch_styles( switch_ent: Entity, slide_ent: Entity, disabled: bool, checked: bool, hovered: bool, outline_bg: &ThemeBackgroundColor, outline_border: &ThemeBorderColor, slide_style: &mut Mut<Node>, slide_color: &ThemeBackgroundColor, commands: &mut Commands, ) { let outline_border_token = match (disabled, hovered) { (true, _) => tokens::SWITCH_BORDER_DISABLED, (false, true) => tokens::SWITCH_BORDER_HOVER, _ => tokens::SWITCH_BORDER, }; let outline_bg_token = match (disabled, checked) { (true, true) => tokens::SWITCH_BG_CHECKED_DISABLED, (true, false) => tokens::SWITCH_BG_DISABLED, (false, true) => tokens::SWITCH_BG_CHECKED, (false, false) => tokens::SWITCH_BG, }; let slide_token = match disabled { true => tokens::SWITCH_SLIDE_DISABLED, false => tokens::SWITCH_SLIDE, }; let slide_pos = match checked { true => Val::Percent(50.), false => Val::Percent(0.), }; let cursor_shape = match disabled { true => bevy_window::SystemCursorIcon::NotAllowed, false => bevy_window::SystemCursorIcon::Pointer, }; // Change outline background if outline_bg.0 != outline_bg_token { commands .entity(switch_ent) .insert(ThemeBackgroundColor(outline_bg_token)); } // Change outline border if outline_border.0 != outline_border_token { commands .entity(switch_ent) .insert(ThemeBorderColor(outline_border_token)); } // Change slide color if slide_color.0 != slide_token { commands .entity(slide_ent) .insert(ThemeBackgroundColor(slide_token)); } // Change slide position if slide_pos != slide_style.left { slide_style.left = slide_pos; } // Change cursor shape commands .entity(switch_ent) .insert(EntityCursor::System(cursor_shape)); } /// Plugin which registers the systems for updating the toggle switch styles. pub struct ToggleSwitchPlugin; impl Plugin for ToggleSwitchPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, (update_switch_styles, update_switch_styles_remove).in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/color_swatch.rs
crates/bevy_feathers/src/controls/color_swatch.rs
use bevy_app::{Plugin, PostUpdate}; use bevy_asset::Handle; use bevy_color::{Alpha, Color}; use bevy_ecs::{ bundle::Bundle, children, component::Component, hierarchy::Children, query::Changed, reflect::ReflectComponent, spawn::SpawnRelated, system::{Commands, Query}, }; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{BackgroundColor, BorderRadius, Node, PositionType, Val}; use bevy_ui_render::ui_material::MaterialNode; use crate::{ alpha_pattern::{AlphaPattern, AlphaPatternMaterial}, constants::size, palette, }; /// Marker identifying a color swatch. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] pub struct ColorSwatch; /// Component that contains the value of the color swatch. This is copied to the child element /// background. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] pub struct ColorSwatchValue(pub Color); /// Marker identifying the color swatch foreground, the piece that actually displays the color /// in front of the alpha pattern. This exists so that users can reach in and change the color /// dynamically. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] pub struct ColorSwatchFg; /// Template function to spawn a color swatch. /// /// # Arguments /// * `overrides` - a bundle of components that are merged in with the normal swatch components. pub fn color_swatch<B: Bundle>(overrides: B) -> impl Bundle { ( Node { height: size::ROW_HEIGHT, min_width: size::ROW_HEIGHT, border_radius: BorderRadius::all(Val::Px(5.0)), ..Default::default() }, ColorSwatch, ColorSwatchValue::default(), AlphaPattern, MaterialNode::<AlphaPatternMaterial>(Handle::default()), overrides, children![( Node { position_type: PositionType::Absolute, left: Val::Px(0.), top: Val::Px(0.), bottom: Val::Px(0.), right: Val::Px(0.), border_radius: BorderRadius::all(Val::Px(5.0)), ..Default::default() }, ColorSwatchFg, BackgroundColor(palette::ACCENT.with_alpha(0.5)), )], ) } fn update_swatch_color( q_swatch: Query<(&ColorSwatchValue, &Children), Changed<ColorSwatchValue>>, mut commands: Commands, ) { for (value, children) in q_swatch.iter() { if let Some(first_child) = children.first() { commands .entity(*first_child) .insert(BackgroundColor(value.0)); } } } /// Plugin which registers the observers for updating the swatch color. pub struct ColorSwatchPlugin; impl Plugin for ColorSwatchPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems(PostUpdate, update_swatch_color); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/color_slider.rs
crates/bevy_feathers/src/controls/color_slider.rs
use core::f32::consts::PI; use bevy_app::{Plugin, PreUpdate}; use bevy_asset::Handle; use bevy_color::{Alpha, Color, Hsla}; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::Children, query::{Changed, Or, With}, schedule::IntoScheduleConfigs, spawn::SpawnRelated, system::Query, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_log::warn_once; use bevy_picking::PickingSystems; use bevy_ui::{ AlignItems, BackgroundColor, BackgroundGradient, BorderColor, BorderRadius, ColorStop, Display, FlexDirection, Gradient, InterpolationColorSpace, LinearGradient, Node, Outline, PositionType, UiRect, UiTransform, Val, Val2, ZIndex, }; use bevy_ui_render::ui_material::MaterialNode; use bevy_ui_widgets::{Slider, SliderRange, SliderThumb, SliderValue, TrackClick}; use crate::{ alpha_pattern::{AlphaPattern, AlphaPatternMaterial}, cursor::EntityCursor, palette, rounded_corners::RoundedCorners, }; const SLIDER_HEIGHT: f32 = 16.0; const TRACK_PADDING: f32 = 3.0; const TRACK_RADIUS: f32 = SLIDER_HEIGHT * 0.5 - TRACK_PADDING; const THUMB_SIZE: f32 = SLIDER_HEIGHT - 2.0; /// Indicates which color channel we want to edit. #[derive(Component, Default, Clone)] pub enum ColorChannel { /// Editing the RGB red channel (0..=1) #[default] Red, /// Editing the RGB green channel (0..=1) Green, /// Editing the RGB blue channel (0..=1) Blue, /// Editing the hue channel (0..=360) HslHue, /// Editing the chroma / saturation channel (0..=1) HslSaturation, /// Editing the luminance channel (0..=1) HslLightness, /// Editing the alpha channel (0..=1) Alpha, } impl ColorChannel { /// Return the range of this color channel. pub fn range(&self) -> SliderRange { match self { ColorChannel::Red | ColorChannel::Green | ColorChannel::Blue | ColorChannel::Alpha | ColorChannel::HslSaturation | ColorChannel::HslLightness => SliderRange::new(0., 1.), ColorChannel::HslHue => SliderRange::new(0., 360.), } } /// Return the color endpoints and midpoint of the gradient. This is determined by both the /// channel being edited and the base color. pub fn gradient_ends(&self, base_color: Color) -> (Color, Color, Color) { match self { ColorChannel::Red => { let base_rgb = base_color.to_srgba(); ( Color::srgb(0.0, base_rgb.green, base_rgb.blue), Color::srgb(0.5, base_rgb.green, base_rgb.blue), Color::srgb(1.0, base_rgb.green, base_rgb.blue), ) } ColorChannel::Green => { let base_rgb = base_color.to_srgba(); ( Color::srgb(base_rgb.red, 0.0, base_rgb.blue), Color::srgb(base_rgb.red, 0.5, base_rgb.blue), Color::srgb(base_rgb.red, 1.0, base_rgb.blue), ) } ColorChannel::Blue => { let base_rgb = base_color.to_srgba(); ( Color::srgb(base_rgb.red, base_rgb.green, 0.0), Color::srgb(base_rgb.red, base_rgb.green, 0.5), Color::srgb(base_rgb.red, base_rgb.green, 1.0), ) } ColorChannel::HslHue => ( Color::hsl(0.0 + 0.0001, 1.0, 0.5), Color::hsl(180.0, 1.0, 0.5), Color::hsl(360.0 - 0.0001, 1.0, 0.5), ), ColorChannel::HslSaturation => { let base_hsla: Hsla = base_color.into(); ( Color::hsl(base_hsla.hue, 0.0, base_hsla.lightness), Color::hsl(base_hsla.hue, 0.5, base_hsla.lightness), Color::hsl(base_hsla.hue, 1.0, base_hsla.lightness), ) } ColorChannel::HslLightness => { let base_hsla: Hsla = base_color.into(); ( Color::hsl(base_hsla.hue, base_hsla.saturation, 0.0), Color::hsl(base_hsla.hue, base_hsla.saturation, 0.5), Color::hsl(base_hsla.hue, base_hsla.saturation, 1.0), ) } ColorChannel::Alpha => ( base_color.with_alpha(0.), base_color.with_alpha(0.5), base_color.with_alpha(1.), ), } } } /// Used to store the color channels that we are not editing: the components of the color /// that are constant for this slider. #[derive(Component, Default, Clone)] pub struct SliderBaseColor(pub Color); /// Color slider template properties, passed to [`color_slider`] function. pub struct ColorSliderProps { /// Slider current value pub value: f32, /// Which color component we're editing pub channel: ColorChannel, } impl Default for ColorSliderProps { fn default() -> Self { Self { value: 0.0, channel: ColorChannel::Alpha, } } } /// A color slider widget. #[derive(Component, Default, Clone)] #[require(Slider, SliderBaseColor(Color::WHITE))] pub struct ColorSlider { /// Which channel is being edited by this slider. pub channel: ColorChannel, } /// Marker for the track #[derive(Component, Default, Clone)] struct ColorSliderTrack; /// Marker for the thumb #[derive(Component, Default, Clone)] struct ColorSliderThumb; /// Spawn a new slider widget. /// /// # Arguments /// /// * `props` - construction properties for the slider. /// * `overrides` - a bundle of components that are merged in with the normal slider components. /// /// # Emitted events /// /// * [`bevy_ui_widgets::ValueChange<f32>`] when the slider value is changed. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn color_slider<B: Bundle>(props: ColorSliderProps, overrides: B) -> impl Bundle { ( Node { display: Display::Flex, flex_direction: FlexDirection::Row, height: Val::Px(SLIDER_HEIGHT), align_items: AlignItems::Stretch, flex_grow: 1.0, ..Default::default() }, Slider { track_click: TrackClick::Snap, }, ColorSlider { channel: props.channel.clone(), }, SliderValue(props.value), props.channel.range(), EntityCursor::System(bevy_window::SystemCursorIcon::Pointer), TabIndex(0), overrides, children![ // track ( Node { position_type: PositionType::Absolute, left: Val::Px(0.), right: Val::Px(0.), top: Val::Px(TRACK_PADDING), bottom: Val::Px(TRACK_PADDING), border_radius: RoundedCorners::All.to_border_radius(TRACK_RADIUS), ..Default::default() }, ColorSliderTrack, AlphaPattern, MaterialNode::<AlphaPatternMaterial>(Handle::default()), children![ // Left endcap ( Node { width: Val::Px(THUMB_SIZE * 0.5), border_radius: RoundedCorners::Left.to_border_radius(TRACK_RADIUS), ..Default::default() }, BackgroundColor(palette::X_AXIS), ), // Track with gradient ( Node { flex_grow: 1.0, ..Default::default() }, BackgroundGradient(vec![Gradient::Linear(LinearGradient { angle: PI * 0.5, stops: vec![ ColorStop::new(Color::NONE, Val::Percent(0.)), ColorStop::new(Color::NONE, Val::Percent(50.)), ColorStop::new(Color::NONE, Val::Percent(100.)), ], color_space: InterpolationColorSpace::Srgba, })]), ZIndex(1), children![( Node { position_type: PositionType::Absolute, left: Val::Percent(0.), top: Val::Percent(50.), width: Val::Px(THUMB_SIZE), height: Val::Px(THUMB_SIZE), border: UiRect::all(Val::Px(2.0)), border_radius: BorderRadius::MAX, ..Default::default() }, SliderThumb, ColorSliderThumb, BorderColor::all(palette::WHITE), Outline { width: Val::Px(1.), offset: Val::Px(0.), color: palette::BLACK }, UiTransform::from_translation(Val2::new( Val::Percent(-50.0), Val::Percent(-50.0), )) )] ), // Right endcap ( Node { width: Val::Px(THUMB_SIZE * 0.5), border_radius: RoundedCorners::Right.to_border_radius(TRACK_RADIUS), ..Default::default() }, BackgroundColor(palette::Z_AXIS), ), ] ), ], ) } fn update_slider_pos( mut q_sliders: Query< (Entity, &SliderValue, &SliderRange), ( With<ColorSlider>, Or<(Changed<SliderValue>, Changed<SliderRange>)>, ), >, q_children: Query<&Children>, mut q_slider_thumb: Query<&mut Node, With<ColorSliderThumb>>, ) { for (slider_ent, value, range) in q_sliders.iter_mut() { for child in q_children.iter_descendants(slider_ent) { if let Ok(mut thumb_node) = q_slider_thumb.get_mut(child) { thumb_node.left = Val::Percent(range.thumb_position(value.0) * 100.0); } } } } fn update_track_color( mut q_sliders: Query<(Entity, &ColorSlider, &SliderBaseColor), Changed<SliderBaseColor>>, q_children: Query<&Children>, q_track: Query<(), With<ColorSliderTrack>>, mut q_background: Query<&mut BackgroundColor>, mut q_gradient: Query<&mut BackgroundGradient>, ) { for (slider_ent, slider, SliderBaseColor(base_color)) in q_sliders.iter_mut() { let (start, middle, end) = slider.channel.gradient_ends(*base_color); if let Some(track_ent) = q_children .iter_descendants(slider_ent) .find(|ent| q_track.contains(*ent)) { let Ok(track_children) = q_children.get(track_ent) else { continue; }; if let Ok(mut cap_bg) = q_background.get_mut(track_children[0]) { cap_bg.0 = start; } if let Ok(mut gradient) = q_gradient.get_mut(track_children[1]) && let [Gradient::Linear(linear_gradient)] = &mut gradient.0[..] { linear_gradient.stops[0].color = start; linear_gradient.stops[1].color = middle; linear_gradient.stops[2].color = end; linear_gradient.color_space = match slider.channel { ColorChannel::Red | ColorChannel::Green | ColorChannel::Blue => { InterpolationColorSpace::Srgba } ColorChannel::HslHue | ColorChannel::HslLightness | ColorChannel::HslSaturation => InterpolationColorSpace::Hsla, ColorChannel::Alpha => match base_color { Color::Srgba(_) => InterpolationColorSpace::Srgba, Color::LinearRgba(_) => InterpolationColorSpace::LinearRgba, Color::Oklaba(_) => InterpolationColorSpace::Oklaba, Color::Oklcha(_) => InterpolationColorSpace::OklchaLong, Color::Hsla(_) | Color::Hsva(_) => InterpolationColorSpace::Hsla, _ => { warn_once!("Unsupported color space for ColorSlider: {:?}", base_color); InterpolationColorSpace::Srgba } }, }; } if let Ok(mut cap_bg) = q_background.get_mut(track_children[2]) { cap_bg.0 = end; } } } } /// Plugin which registers the systems for updating the slider styles. pub struct ColorSliderPlugin; impl Plugin for ColorSliderPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, (update_slider_pos, update_track_color).in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/slider.rs
crates/bevy_feathers/src/controls/slider.rs
use core::f32::consts::PI; use bevy_app::{Plugin, PreUpdate}; use bevy_color::Color; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::Children, lifecycle::RemovedComponents, query::{Added, Changed, Has, Or, Spawned, With}, reflect::ReflectComponent, schedule::IntoScheduleConfigs, spawn::SpawnRelated, system::{Commands, Query, Res}, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_picking::PickingSystems; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{ widget::Text, AlignItems, BackgroundGradient, ColorStop, Display, FlexDirection, Gradient, InteractionDisabled, InterpolationColorSpace, JustifyContent, LinearGradient, Node, PositionType, UiRect, Val, }; use bevy_ui_widgets::{Slider, SliderPrecision, SliderRange, SliderValue, TrackClick}; use crate::{ constants::{fonts, size}, cursor::EntityCursor, font_styles::InheritableFont, handle_or_path::HandleOrPath, rounded_corners::RoundedCorners, theme::{ThemeFontColor, ThemedText, UiTheme}, tokens, }; /// Slider template properties, passed to [`slider`] function. pub struct SliderProps { /// Slider current value pub value: f32, /// Slider minimum value pub min: f32, /// Slider maximum value pub max: f32, } impl Default for SliderProps { fn default() -> Self { Self { value: 0.0, min: 0.0, max: 1.0, } } } #[derive(Component, Default, Clone)] #[require(Slider)] #[derive(Reflect)] #[reflect(Component, Clone, Default)] struct SliderStyle; /// Marker for the text #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct SliderValueText; /// Spawn a new slider widget. /// /// # Arguments /// /// * `props` - construction properties for the slider. /// * `overrides` - a bundle of components that are merged in with the normal slider components. /// /// # Emitted events /// /// * [`bevy_ui_widgets::ValueChange<f32>`] when the slider value is changed. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn slider<B: Bundle>(props: SliderProps, overrides: B) -> impl Bundle { ( Node { height: size::ROW_HEIGHT, justify_content: JustifyContent::Center, align_items: AlignItems::Center, padding: UiRect::axes(Val::Px(8.0), Val::Px(0.)), flex_grow: 1.0, border_radius: RoundedCorners::All.to_border_radius(6.0), ..Default::default() }, Slider { track_click: TrackClick::Drag, }, SliderStyle, SliderValue(props.value), SliderRange::new(props.min, props.max), EntityCursor::System(bevy_window::SystemCursorIcon::EwResize), TabIndex(0), // Use a gradient to draw the moving bar BackgroundGradient(vec![Gradient::Linear(LinearGradient { angle: PI * 0.5, stops: vec![ ColorStop::new(Color::NONE, Val::Percent(0.)), ColorStop::new(Color::NONE, Val::Percent(50.)), ColorStop::new(Color::NONE, Val::Percent(50.)), ColorStop::new(Color::NONE, Val::Percent(100.)), ], color_space: InterpolationColorSpace::Srgba, })]), overrides, children![( // Text container Node { display: Display::Flex, position_type: PositionType::Absolute, flex_direction: FlexDirection::Row, align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..Default::default() }, ThemeFontColor(tokens::SLIDER_TEXT), InheritableFont { font: HandleOrPath::Path(fonts::MONO.to_owned()), font_size: 12.0, }, children![(Text::new("10.0"), ThemedText, SliderValueText,)], )], ) } fn update_slider_styles( mut q_sliders: Query< (Entity, Has<InteractionDisabled>, &mut BackgroundGradient), (With<SliderStyle>, Or<(Spawned, Added<InteractionDisabled>)>), >, theme: Res<UiTheme>, mut commands: Commands, ) { for (slider_ent, disabled, mut gradient) in q_sliders.iter_mut() { set_slider_styles( slider_ent, &theme, disabled, gradient.as_mut(), &mut commands, ); } } fn update_slider_styles_remove( mut q_sliders: Query<(Entity, Has<InteractionDisabled>, &mut BackgroundGradient)>, mut removed_disabled: RemovedComponents<InteractionDisabled>, theme: Res<UiTheme>, mut commands: Commands, ) { removed_disabled.read().for_each(|ent| { if let Ok((slider_ent, disabled, mut gradient)) = q_sliders.get_mut(ent) { set_slider_styles( slider_ent, &theme, disabled, gradient.as_mut(), &mut commands, ); } }); } fn set_slider_styles( slider_ent: Entity, theme: &Res<'_, UiTheme>, disabled: bool, gradient: &mut BackgroundGradient, commands: &mut Commands, ) { let bar_color = theme.color(&match disabled { true => tokens::SLIDER_BAR_DISABLED, false => tokens::SLIDER_BAR, }); let bg_color = theme.color(&tokens::SLIDER_BG); let cursor_shape = match disabled { true => bevy_window::SystemCursorIcon::NotAllowed, false => bevy_window::SystemCursorIcon::EwResize, }; if let [Gradient::Linear(linear_gradient)] = &mut gradient.0[..] { linear_gradient.stops[0].color = bar_color; linear_gradient.stops[1].color = bar_color; linear_gradient.stops[2].color = bg_color; linear_gradient.stops[3].color = bg_color; } // Change cursor shape commands .entity(slider_ent) .insert(EntityCursor::System(cursor_shape)); } fn update_slider_pos( mut q_sliders: Query< ( Entity, &SliderValue, &SliderRange, &SliderPrecision, &mut BackgroundGradient, ), ( With<SliderStyle>, Or<( Changed<SliderValue>, Changed<SliderRange>, Changed<Children>, )>, ), >, q_children: Query<&Children>, mut q_slider_text: Query<&mut Text, With<SliderValueText>>, ) { for (slider_ent, value, range, precision, mut gradient) in q_sliders.iter_mut() { if let [Gradient::Linear(linear_gradient)] = &mut gradient.0[..] { let percent_value = (range.thumb_position(value.0) * 100.0).clamp(0.0, 100.0); linear_gradient.stops[1].point = Val::Percent(percent_value); linear_gradient.stops[2].point = Val::Percent(percent_value); } // Find slider text child entity and update its text with the formatted value q_children.iter_descendants(slider_ent).for_each(|child| { if let Ok(mut text) = q_slider_text.get_mut(child) { let label = format!("{}", value.0); let decimals_len = label .split_once('.') .map(|(_, decimals)| decimals.len() as i32) .unwrap_or(precision.0); // Don't format with precision if the value has more decimals than the precision text.0 = if precision.0 >= 0 && decimals_len <= precision.0 { format!("{:.precision$}", value.0, precision = precision.0 as usize) } else { label }; } }); } } /// Plugin which registers the systems for updating the slider styles. pub struct SliderPlugin; impl Plugin for SliderPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, ( update_slider_styles, update_slider_styles_remove, update_slider_pos, ) .in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/color_plane.rs
crates/bevy_feathers/src/controls/color_plane.rs
use bevy_app::{Plugin, PostUpdate}; use bevy_asset::{Asset, Assets}; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::{ChildOf, Children}, observer::On, query::{Changed, Has, Or, With}, reflect::ReflectComponent, spawn::SpawnRelated, system::{Commands, Query, Res, ResMut}, }; use bevy_math::{Vec2, Vec3}; use bevy_picking::{ events::{Cancel, Drag, DragEnd, DragStart, Pointer, Press}, Pickable, }; use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath}; use bevy_render::render_resource::AsBindGroup; use bevy_shader::{ShaderDefVal, ShaderRef}; use bevy_ui::{ px, AlignSelf, BorderColor, BorderRadius, ComputedNode, ComputedUiRenderTargetInfo, Display, InteractionDisabled, Node, Outline, PositionType, UiGlobalTransform, UiRect, UiScale, UiTransform, Val, Val2, }; use bevy_ui_render::{prelude::UiMaterial, ui_material::MaterialNode, UiMaterialPlugin}; use bevy_ui_widgets::ValueChange; use crate::{cursor::EntityCursor, palette, theme::ThemeBackgroundColor, tokens}; /// Marker identifying a color plane widget. /// /// The variant selects which view of the color pane is shown. #[derive(Component, Default, Debug, Clone, Reflect, Copy, PartialEq, Eq, Hash)] #[reflect(Component, Clone, Default)] #[require(ColorPlaneDragState)] pub enum ColorPlane { /// Show red on the horizontal axis and green on the vertical. RedGreen, /// Show red on the horizontal axis and blue on the vertical. RedBlue, /// Show green on the horizontal axis and blue on the vertical. GreenBlue, /// Show hue on the horizontal axis and saturation on the vertical. HueSaturation, /// Show hue on the horizontal axis and lightness on the vertical. #[default] HueLightness, } /// Component that contains the two components of the selected color, as well as the "z" value. /// The x and y values determine the placement of the thumb element, while the z value controls /// the background gradient. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] pub struct ColorPlaneValue(pub Vec3); /// Marker identifying the inner element of the color plane. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct ColorPlaneInner; /// Marker identifying the thumb element of the color plane. #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct ColorPlaneThumb; /// Component used to manage the state of a slider during dragging. #[derive(Component, Default, Reflect)] #[reflect(Component)] struct ColorPlaneDragState(bool); #[repr(C)] #[derive(Eq, PartialEq, Hash, Copy, Clone)] struct ColorPlaneMaterialKey { plane: ColorPlane, } #[derive(AsBindGroup, Asset, TypePath, Default, Debug, Clone)] #[bind_group_data(ColorPlaneMaterialKey)] struct ColorPlaneMaterial { plane: ColorPlane, #[uniform(0)] fixed_channel: f32, } impl From<&ColorPlaneMaterial> for ColorPlaneMaterialKey { fn from(material: &ColorPlaneMaterial) -> Self { Self { plane: material.plane, } } } impl UiMaterial for ColorPlaneMaterial { fn fragment_shader() -> ShaderRef { "embedded://bevy_feathers/assets/shaders/color_plane.wgsl".into() } fn specialize( descriptor: &mut bevy_render::render_resource::RenderPipelineDescriptor, key: bevy_ui_render::prelude::UiMaterialKey<Self>, ) { let plane_def = match key.bind_group_data.plane { ColorPlane::RedGreen => "PLANE_RG", ColorPlane::RedBlue => "PLANE_RB", ColorPlane::GreenBlue => "PLANE_GB", ColorPlane::HueSaturation => "PLANE_HS", ColorPlane::HueLightness => "PLANE_HL", }; descriptor.fragment.as_mut().unwrap().shader_defs = vec![ShaderDefVal::Bool(plane_def.into(), true)]; } } /// Template function to spawn a "color plane", which is a 2d picker that allows selecting two /// components of a color space. /// /// The control emits a [`ValueChange<Vec2>`] representing the current x and y values, ranging /// from 0 to 1. The control accepts a [`Vec3`] input value, where the third component ('z') /// is used to provide the fixed constant channel for the background gradient. /// /// The control does not do any color space conversions internally, other than the shader code /// for displaying gradients. Avoiding excess conversions helps avoid gimble-lock problems when /// implementing a color picker for cylindrical color spaces such as HSL. /// /// # Arguments /// * `overrides` - a bundle of components that are merged in with the normal swatch components. pub fn color_plane<B: Bundle>(plane: ColorPlane, overrides: B) -> impl Bundle { ( Node { display: Display::Flex, min_height: px(100.0), align_self: AlignSelf::Stretch, padding: UiRect::all(px(4)), border_radius: BorderRadius::all(px(5)), ..Default::default() }, plane, ColorPlaneValue::default(), ThemeBackgroundColor(tokens::COLOR_PLANE_BG), EntityCursor::System(bevy_window::SystemCursorIcon::Crosshair), overrides, children![( Node { align_self: AlignSelf::Stretch, flex_grow: 1.0, ..Default::default() }, ColorPlaneInner, children![( Node { position_type: PositionType::Absolute, left: Val::Percent(0.), top: Val::Percent(0.), width: px(10), height: px(10), border: UiRect::all(Val::Px(1.0)), border_radius: BorderRadius::MAX, ..Default::default() }, ColorPlaneThumb, BorderColor::all(palette::WHITE), Outline { width: Val::Px(1.), offset: Val::Px(0.), color: palette::BLACK }, Pickable::IGNORE, UiTransform::from_translation(Val2::new(Val::Percent(-50.0), Val::Percent(-50.0),)) )], ),], ) } fn update_plane_color( q_color_plane: Query< (Entity, &ColorPlane, &ColorPlaneValue), Or<(Changed<ColorPlane>, Changed<ColorPlaneValue>)>, >, q_children: Query<&Children>, q_material_node: Query<&MaterialNode<ColorPlaneMaterial>>, mut q_node: Query<&mut Node>, mut r_materials: ResMut<Assets<ColorPlaneMaterial>>, mut commands: Commands, ) { for (plane_ent, plane, plane_value) in q_color_plane.iter() { // Find the inner entity let Ok(children) = q_children.get(plane_ent) else { continue; }; let Some(inner_ent) = children.first() else { continue; }; if let Ok(material_node) = q_material_node.get(*inner_ent) { // Node component exists, update it if let Some(material) = r_materials.get_mut(material_node.id()) { // Update properties material.plane = *plane; material.fixed_channel = plane_value.0.z; } } else { // Insert new node component let material = r_materials.add(ColorPlaneMaterial { plane: *plane, fixed_channel: plane_value.0.z, }); commands.entity(*inner_ent).insert(MaterialNode(material)); } // Find the thumb. let Ok(children_inner) = q_children.get(*inner_ent) else { continue; }; let Some(thumb_ent) = children_inner.first() else { continue; }; let Ok(mut thumb_node) = q_node.get_mut(*thumb_ent) else { continue; }; thumb_node.left = Val::Percent(plane_value.0.x * 100.0); thumb_node.top = Val::Percent(plane_value.0.y * 100.0); } } fn on_pointer_press( mut press: On<Pointer<Press>>, q_color_planes: Query<Has<InteractionDisabled>, With<ColorPlane>>, q_color_plane_inner: Query< ( &ComputedNode, &ComputedUiRenderTargetInfo, &UiGlobalTransform, &ChildOf, ), With<ColorPlaneInner>, >, ui_scale: Res<UiScale>, mut commands: Commands, ) { if let Ok((node, node_target, transform, parent)) = q_color_plane_inner.get(press.entity) && let Ok(disabled) = q_color_planes.get(parent.0) { press.propagate(false); if !disabled { let local_pos = transform.try_inverse().unwrap().transform_point2( press.pointer_location.position * node_target.scale_factor() / ui_scale.0, ); let pos = local_pos / node.size() + Vec2::splat(0.5); let new_value = pos.clamp(Vec2::ZERO, Vec2::ONE); commands.trigger(ValueChange { source: parent.0, value: new_value, }); } } } fn on_drag_start( mut drag_start: On<Pointer<DragStart>>, mut q_color_planes: Query< (&mut ColorPlaneDragState, Has<InteractionDisabled>), With<ColorPlane>, >, q_color_plane_inner: Query<&ChildOf, With<ColorPlaneInner>>, ) { if let Ok(parent) = q_color_plane_inner.get(drag_start.entity) && let Ok((mut state, disabled)) = q_color_planes.get_mut(parent.0) { drag_start.propagate(false); if !disabled { state.0 = true; } } } fn on_drag( mut drag: On<Pointer<Drag>>, q_color_planes: Query<(&ColorPlaneDragState, Has<InteractionDisabled>), With<ColorPlane>>, q_color_plane_inner: Query< ( &ComputedNode, &ComputedUiRenderTargetInfo, &UiGlobalTransform, &ChildOf, ), With<ColorPlaneInner>, >, ui_scale: Res<UiScale>, mut commands: Commands, ) { if let Ok((node, node_target, transform, parent)) = q_color_plane_inner.get(drag.entity) && let Ok((state, disabled)) = q_color_planes.get(parent.0) { drag.propagate(false); if state.0 && !disabled { let local_pos = transform.try_inverse().unwrap().transform_point2( drag.pointer_location.position * node_target.scale_factor() / ui_scale.0, ); let pos = local_pos / node.size() + Vec2::splat(0.5); let new_value = pos.clamp(Vec2::ZERO, Vec2::ONE); commands.trigger(ValueChange { source: parent.0, value: new_value, }); } } } fn on_drag_end( mut drag_end: On<Pointer<DragEnd>>, mut q_color_planes: Query<&mut ColorPlaneDragState, With<ColorPlane>>, q_color_plane_inner: Query<&ChildOf, With<ColorPlaneInner>>, ) { if let Ok(parent) = q_color_plane_inner.get(drag_end.entity) && let Ok(mut state) = q_color_planes.get_mut(parent.0) { drag_end.propagate(false); state.0 = false; } } fn on_drag_cancel( drag_cancel: On<Pointer<Cancel>>, mut q_color_planes: Query<&mut ColorPlaneDragState, With<ColorPlane>>, q_color_plane_inner: Query<&ChildOf, With<ColorPlaneInner>>, ) { if let Ok(parent) = q_color_plane_inner.get(drag_cancel.entity) && let Ok(mut state) = q_color_planes.get_mut(parent.0) { state.0 = false; } } /// Plugin which registers the observers for updating the swatch color. pub struct ColorPlanePlugin; impl Plugin for ColorPlanePlugin { fn build(&self, app: &mut bevy_app::App) { app.add_plugins(UiMaterialPlugin::<ColorPlaneMaterial>::default()); app.add_systems(PostUpdate, update_plane_color); app.add_observer(on_pointer_press) .add_observer(on_drag_start) .add_observer(on_drag) .add_observer(on_drag_end) .add_observer(on_drag_cancel); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/mod.rs
crates/bevy_feathers/src/controls/mod.rs
//! Meta-module containing all feathers controls (widgets that are interactive). use bevy_app::Plugin; mod button; mod checkbox; mod color_plane; mod color_slider; mod color_swatch; mod radio; mod slider; mod toggle_switch; mod virtual_keyboard; pub use button::{button, ButtonPlugin, ButtonProps, ButtonVariant}; pub use checkbox::{checkbox, CheckboxPlugin}; pub use color_plane::{color_plane, ColorPlane, ColorPlaneValue}; pub use color_slider::{ color_slider, ColorChannel, ColorSlider, ColorSliderPlugin, ColorSliderProps, SliderBaseColor, }; pub use color_swatch::{color_swatch, ColorSwatch, ColorSwatchFg, ColorSwatchValue}; pub use radio::{radio, RadioPlugin}; pub use slider::{slider, SliderPlugin, SliderProps}; pub use toggle_switch::{toggle_switch, ToggleSwitchPlugin}; pub use virtual_keyboard::{virtual_keyboard, VirtualKeyPressed}; use crate::{ alpha_pattern::AlphaPatternPlugin, controls::{color_plane::ColorPlanePlugin, color_swatch::ColorSwatchPlugin}, }; /// Plugin which registers all `bevy_feathers` controls. pub struct ControlsPlugin; impl Plugin for ControlsPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_plugins(( AlphaPatternPlugin, ButtonPlugin, CheckboxPlugin, ColorPlanePlugin, ColorSliderPlugin, ColorSwatchPlugin, RadioPlugin, SliderPlugin, ToggleSwitchPlugin, )); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/radio.rs
crates/bevy_feathers/src/controls/radio.rs
use bevy_app::{Plugin, PreUpdate}; use bevy_camera::visibility::Visibility; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::{ChildOf, Children}, lifecycle::RemovedComponents, query::{Added, Changed, Has, Or, With}, reflect::ReflectComponent, schedule::IntoScheduleConfigs, spawn::{Spawn, SpawnRelated, SpawnableList}, system::{Commands, Query}, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_picking::{hover::Hovered, PickingSystems}; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{ AlignItems, BorderRadius, Checked, Display, FlexDirection, InteractionDisabled, JustifyContent, Node, UiRect, Val, }; use bevy_ui_widgets::RadioButton; use crate::{ constants::{fonts, size}, cursor::EntityCursor, font_styles::InheritableFont, handle_or_path::HandleOrPath, theme::{ThemeBackgroundColor, ThemeBorderColor, ThemeFontColor}, tokens, }; /// Marker for the radio outline #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct RadioOutline; /// Marker for the radio check mark #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct RadioMark; /// Template function to spawn a radio. /// /// # Arguments /// * `props` - construction properties for the radio. /// * `overrides` - a bundle of components that are merged in with the normal radio components. /// * `label` - the label of the radio. /// /// # Emitted events /// * [`bevy_ui_widgets::ValueChange<bool>`] with the value true when it becomes checked. /// * [`bevy_ui_widgets::ValueChange<Entity>`] with the selected entity's id when a new radio button is selected. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn radio<C: SpawnableList<ChildOf> + Send + Sync + 'static, B: Bundle>( overrides: B, label: C, ) -> impl Bundle { ( Node { display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::Start, align_items: AlignItems::Center, column_gap: Val::Px(4.0), ..Default::default() }, RadioButton, Hovered::default(), EntityCursor::System(bevy_window::SystemCursorIcon::Pointer), TabIndex(0), ThemeFontColor(tokens::RADIO_TEXT), InheritableFont { font: HandleOrPath::Path(fonts::REGULAR.to_owned()), font_size: 14.0, }, overrides, Children::spawn(( Spawn(( Node { display: Display::Flex, align_items: AlignItems::Center, justify_content: JustifyContent::Center, width: size::RADIO_SIZE, height: size::RADIO_SIZE, border: UiRect::all(Val::Px(2.0)), border_radius: BorderRadius::MAX, ..Default::default() }, RadioOutline, ThemeBorderColor(tokens::RADIO_BORDER), children![( // Cheesy checkmark: rotated node with L-shaped border. Node { width: Val::Px(8.), height: Val::Px(8.), border_radius: BorderRadius::MAX, ..Default::default() }, RadioMark, ThemeBackgroundColor(tokens::RADIO_MARK), )], )), label, )), ) } fn update_radio_styles( q_radioes: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeFontColor, ), ( With<RadioButton>, Or<(Changed<Hovered>, Added<Checked>, Added<InteractionDisabled>)>, ), >, q_children: Query<&Children>, mut q_outline: Query<&ThemeBorderColor, With<RadioOutline>>, mut q_mark: Query<&ThemeBackgroundColor, With<RadioMark>>, mut commands: Commands, ) { for (radio_ent, disabled, checked, hovered, font_color) in q_radioes.iter() { let Some(outline_ent) = q_children .iter_descendants(radio_ent) .find(|en| q_outline.contains(*en)) else { continue; }; let Some(mark_ent) = q_children .iter_descendants(radio_ent) .find(|en| q_mark.contains(*en)) else { continue; }; let outline_border = q_outline.get_mut(outline_ent).unwrap(); let mark_color = q_mark.get_mut(mark_ent).unwrap(); set_radio_styles( radio_ent, outline_ent, mark_ent, disabled, checked, hovered.0, outline_border, mark_color, font_color, &mut commands, ); } } fn update_radio_styles_remove( q_radioes: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeFontColor, ), With<RadioButton>, >, q_children: Query<&Children>, mut q_outline: Query<&ThemeBorderColor, With<RadioOutline>>, mut q_mark: Query<&ThemeBackgroundColor, With<RadioMark>>, mut removed_disabled: RemovedComponents<InteractionDisabled>, mut removed_checked: RemovedComponents<Checked>, mut commands: Commands, ) { removed_disabled .read() .chain(removed_checked.read()) .for_each(|ent| { if let Ok((radio_ent, disabled, checked, hovered, font_color)) = q_radioes.get(ent) { let Some(outline_ent) = q_children .iter_descendants(radio_ent) .find(|en| q_outline.contains(*en)) else { return; }; let Some(mark_ent) = q_children .iter_descendants(radio_ent) .find(|en| q_mark.contains(*en)) else { return; }; let outline_border = q_outline.get_mut(outline_ent).unwrap(); let mark_color = q_mark.get_mut(mark_ent).unwrap(); set_radio_styles( radio_ent, outline_ent, mark_ent, disabled, checked, hovered.0, outline_border, mark_color, font_color, &mut commands, ); } }); } fn set_radio_styles( radio_ent: Entity, outline_ent: Entity, mark_ent: Entity, disabled: bool, checked: bool, hovered: bool, outline_border: &ThemeBorderColor, mark_color: &ThemeBackgroundColor, font_color: &ThemeFontColor, commands: &mut Commands, ) { let outline_border_token = match (disabled, hovered) { (true, _) => tokens::RADIO_BORDER_DISABLED, (false, true) => tokens::RADIO_BORDER_HOVER, _ => tokens::RADIO_BORDER, }; let mark_token = match disabled { true => tokens::RADIO_MARK_DISABLED, false => tokens::RADIO_MARK, }; let font_color_token = match disabled { true => tokens::RADIO_TEXT_DISABLED, false => tokens::RADIO_TEXT, }; let cursor_shape = match disabled { true => bevy_window::SystemCursorIcon::NotAllowed, false => bevy_window::SystemCursorIcon::Pointer, }; // Change outline border if outline_border.0 != outline_border_token { commands .entity(outline_ent) .insert(ThemeBorderColor(outline_border_token)); } // Change mark color if mark_color.0 != mark_token { commands .entity(mark_ent) .insert(ThemeBorderColor(mark_token)); } // Change mark visibility commands.entity(mark_ent).insert(match checked { true => Visibility::Inherited, false => Visibility::Hidden, }); // Change font color if font_color.0 != font_color_token { commands .entity(radio_ent) .insert(ThemeFontColor(font_color_token)); } // Change cursor shape commands .entity(radio_ent) .insert(EntityCursor::System(cursor_shape)); } /// Plugin which registers the systems for updating the radio styles. pub struct RadioPlugin; impl Plugin for RadioPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, (update_radio_styles, update_radio_styles_remove).in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_feathers/src/controls/checkbox.rs
crates/bevy_feathers/src/controls/checkbox.rs
use bevy_app::{Plugin, PreUpdate}; use bevy_camera::visibility::Visibility; use bevy_ecs::{ bundle::Bundle, children, component::Component, entity::Entity, hierarchy::{ChildOf, Children}, lifecycle::RemovedComponents, query::{Added, Changed, Has, Or, With}, reflect::ReflectComponent, schedule::IntoScheduleConfigs, spawn::{Spawn, SpawnRelated, SpawnableList}, system::{Commands, Query}, }; use bevy_input_focus::tab_navigation::TabIndex; use bevy_math::Rot2; use bevy_picking::{hover::Hovered, PickingSystems}; use bevy_reflect::{prelude::ReflectDefault, Reflect}; use bevy_ui::{ AlignItems, BorderRadius, Checked, Display, FlexDirection, InteractionDisabled, JustifyContent, Node, PositionType, UiRect, UiTransform, Val, }; use bevy_ui_widgets::Checkbox; use crate::{ constants::{fonts, size}, cursor::EntityCursor, font_styles::InheritableFont, handle_or_path::HandleOrPath, theme::{ThemeBackgroundColor, ThemeBorderColor, ThemeFontColor}, tokens, }; /// Marker for the checkbox frame (contains both checkbox and label) #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct CheckboxFrame; /// Marker for the checkbox outline #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct CheckboxOutline; /// Marker for the checkbox check mark #[derive(Component, Default, Clone, Reflect)] #[reflect(Component, Clone, Default)] struct CheckboxMark; /// Template function to spawn a checkbox. /// /// # Arguments /// * `props` - construction properties for the checkbox. /// * `overrides` - a bundle of components that are merged in with the normal checkbox components. /// * `label` - the label of the checkbox. /// /// # Emitted events /// * [`bevy_ui_widgets::ValueChange<bool>`] with the new value when the checkbox changes state. /// /// These events can be disabled by adding an [`bevy_ui::InteractionDisabled`] component to the entity pub fn checkbox<C: SpawnableList<ChildOf> + Send + Sync + 'static, B: Bundle>( overrides: B, label: C, ) -> impl Bundle { ( Node { display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::Start, align_items: AlignItems::Center, column_gap: Val::Px(4.0), ..Default::default() }, Checkbox, CheckboxFrame, Hovered::default(), EntityCursor::System(bevy_window::SystemCursorIcon::Pointer), TabIndex(0), ThemeFontColor(tokens::CHECKBOX_TEXT), InheritableFont { font: HandleOrPath::Path(fonts::REGULAR.to_owned()), font_size: 14.0, }, overrides, Children::spawn(( Spawn(( Node { width: size::CHECKBOX_SIZE, height: size::CHECKBOX_SIZE, border: UiRect::all(Val::Px(2.0)), border_radius: BorderRadius::all(Val::Px(4.0)), ..Default::default() }, CheckboxOutline, ThemeBackgroundColor(tokens::CHECKBOX_BG), ThemeBorderColor(tokens::CHECKBOX_BORDER), children![( // Cheesy checkmark: rotated node with L-shaped border. Node { position_type: PositionType::Absolute, left: Val::Px(4.0), top: Val::Px(0.0), width: Val::Px(6.), height: Val::Px(11.), border: UiRect { bottom: Val::Px(2.0), right: Val::Px(2.0), ..Default::default() }, ..Default::default() }, UiTransform::from_rotation(Rot2::FRAC_PI_4), CheckboxMark, ThemeBorderColor(tokens::CHECKBOX_MARK), )], )), label, )), ) } fn update_checkbox_styles( q_checkboxes: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeFontColor, ), ( With<CheckboxFrame>, Or<(Changed<Hovered>, Added<Checked>, Added<InteractionDisabled>)>, ), >, q_children: Query<&Children>, mut q_outline: Query<(&ThemeBackgroundColor, &ThemeBorderColor), With<CheckboxOutline>>, mut q_mark: Query<&ThemeBorderColor, With<CheckboxMark>>, mut commands: Commands, ) { for (checkbox_ent, disabled, checked, hovered, font_color) in q_checkboxes.iter() { let Some(outline_ent) = q_children .iter_descendants(checkbox_ent) .find(|en| q_outline.contains(*en)) else { continue; }; let Some(mark_ent) = q_children .iter_descendants(checkbox_ent) .find(|en| q_mark.contains(*en)) else { continue; }; let (outline_bg, outline_border) = q_outline.get_mut(outline_ent).unwrap(); let mark_color = q_mark.get_mut(mark_ent).unwrap(); set_checkbox_styles( checkbox_ent, outline_ent, mark_ent, disabled, checked, hovered.0, outline_bg, outline_border, mark_color, font_color, &mut commands, ); } } fn update_checkbox_styles_remove( q_checkboxes: Query< ( Entity, Has<InteractionDisabled>, Has<Checked>, &Hovered, &ThemeFontColor, ), With<CheckboxFrame>, >, q_children: Query<&Children>, mut q_outline: Query<(&ThemeBackgroundColor, &ThemeBorderColor), With<CheckboxOutline>>, mut q_mark: Query<&ThemeBorderColor, With<CheckboxMark>>, mut removed_disabled: RemovedComponents<InteractionDisabled>, mut removed_checked: RemovedComponents<Checked>, mut commands: Commands, ) { removed_disabled .read() .chain(removed_checked.read()) .for_each(|ent| { if let Ok((checkbox_ent, disabled, checked, hovered, font_color)) = q_checkboxes.get(ent) { let Some(outline_ent) = q_children .iter_descendants(checkbox_ent) .find(|en| q_outline.contains(*en)) else { return; }; let Some(mark_ent) = q_children .iter_descendants(checkbox_ent) .find(|en| q_mark.contains(*en)) else { return; }; let (outline_bg, outline_border) = q_outline.get_mut(outline_ent).unwrap(); let mark_color = q_mark.get_mut(mark_ent).unwrap(); set_checkbox_styles( checkbox_ent, outline_ent, mark_ent, disabled, checked, hovered.0, outline_bg, outline_border, mark_color, font_color, &mut commands, ); } }); } fn set_checkbox_styles( checkbox_ent: Entity, outline_ent: Entity, mark_ent: Entity, disabled: bool, checked: bool, hovered: bool, outline_bg: &ThemeBackgroundColor, outline_border: &ThemeBorderColor, mark_color: &ThemeBorderColor, font_color: &ThemeFontColor, commands: &mut Commands, ) { let outline_border_token = match (disabled, hovered) { (true, _) => tokens::CHECKBOX_BORDER_DISABLED, (false, true) => tokens::CHECKBOX_BORDER_HOVER, _ => tokens::CHECKBOX_BORDER, }; let outline_bg_token = match (disabled, checked) { (true, true) => tokens::CHECKBOX_BG_CHECKED_DISABLED, (true, false) => tokens::CHECKBOX_BG_DISABLED, (false, true) => tokens::CHECKBOX_BG_CHECKED, (false, false) => tokens::CHECKBOX_BG, }; let mark_token = match disabled { true => tokens::CHECKBOX_MARK_DISABLED, false => tokens::CHECKBOX_MARK, }; let font_color_token = match disabled { true => tokens::CHECKBOX_TEXT_DISABLED, false => tokens::CHECKBOX_TEXT, }; let cursor_shape = match disabled { true => bevy_window::SystemCursorIcon::NotAllowed, false => bevy_window::SystemCursorIcon::Pointer, }; // Change outline background if outline_bg.0 != outline_bg_token { commands .entity(outline_ent) .insert(ThemeBackgroundColor(outline_bg_token)); } // Change outline border if outline_border.0 != outline_border_token { commands .entity(outline_ent) .insert(ThemeBorderColor(outline_border_token)); } // Change mark color if mark_color.0 != mark_token { commands .entity(mark_ent) .insert(ThemeBorderColor(mark_token)); } // Change mark visibility commands.entity(mark_ent).insert(match checked { true => Visibility::Inherited, false => Visibility::Hidden, }); // Change font color if font_color.0 != font_color_token { commands .entity(checkbox_ent) .insert(ThemeFontColor(font_color_token)); } // Change cursor shape commands .entity(checkbox_ent) .insert(EntityCursor::System(cursor_shape)); } /// Plugin which registers the systems for updating the checkbox styles. pub struct CheckboxPlugin; impl Plugin for CheckboxPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_systems( PreUpdate, (update_checkbox_styles, update_checkbox_styles_remove).in_set(PickingSystems::Last), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/lib.rs
crates/bevy_camera/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] mod camera; mod clear_color; mod components; pub mod primitives; mod projection; pub mod visibility; use bevy_ecs::schedule::SystemSet; pub use camera::*; pub use clear_color::*; pub use components::*; pub use projection::*; use bevy_app::{App, Plugin}; #[derive(Default)] pub struct CameraPlugin; impl Plugin for CameraPlugin { fn build(&self, app: &mut App) { app.init_resource::<ClearColor>().add_plugins(( CameraProjectionPlugin, visibility::VisibilityPlugin, visibility::VisibilityRangePlugin, )); } } /// The camera prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{ visibility::{InheritedVisibility, ViewVisibility, Visibility}, Camera, Camera2d, Camera3d, ClearColor, ClearColorConfig, MsaaWriteback, OrthographicProjection, PerspectiveProjection, Projection, }; } /// Label for `camera_system<T>`, shared across all `T`. #[derive(SystemSet, Clone, Eq, PartialEq, Hash, Debug)] pub struct CameraUpdateSystems;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/primitives.rs
crates/bevy_camera/src/primitives.rs
use core::borrow::Borrow; use bevy_ecs::{component::Component, entity::EntityHashMap, reflect::ReflectComponent}; use bevy_math::{ bounding::{Aabb3d, BoundingVolume}, Affine3A, Mat3A, Mat4, Vec3, Vec3A, Vec4, Vec4Swizzles, }; use bevy_mesh::{Mesh, VertexAttributeValues}; use bevy_reflect::prelude::*; pub trait MeshAabb { /// Compute the Axis-Aligned Bounding Box of the mesh vertices in model space /// /// Returns `None` if `self` doesn't have [`Mesh::ATTRIBUTE_POSITION`] of /// type [`VertexAttributeValues::Float32x3`], or if `self` doesn't have any vertices. fn compute_aabb(&self) -> Option<Aabb>; } impl MeshAabb for Mesh { fn compute_aabb(&self) -> Option<Aabb> { if let Some(aabb) = self.final_aabb { // use precomputed extents return Some(aabb.into()); } let Ok(VertexAttributeValues::Float32x3(values)) = self.try_attribute(Mesh::ATTRIBUTE_POSITION) else { return None; }; Aabb::enclosing(values.iter().map(|p| Vec3::from_slice(p))) } } /// An axis-aligned bounding box, defined by: /// - a center, /// - the distances from the center to each faces along the axis, /// the faces are orthogonal to the axis. /// /// It is typically used as a component on an entity to represent the local space /// occupied by this entity, with faces orthogonal to its local axis. /// /// This component is notably used during "frustum culling", a process to determine /// if an entity should be rendered by a [`Camera`] if its bounding box intersects /// with the camera's [`Frustum`]. /// /// It will be added automatically by the systems in [`CalculateBounds`] to entities that: /// - could be subject to frustum culling, for example with a [`Mesh3d`] /// or `Sprite` component, /// - don't have the [`NoFrustumCulling`] component. /// /// It won't be updated automatically if the space occupied by the entity changes, /// for example if the vertex positions of a [`Mesh3d`] are updated. /// /// [`Camera`]: crate::Camera /// [`NoFrustumCulling`]: crate::visibility::NoFrustumCulling /// [`CalculateBounds`]: crate::visibility::VisibilitySystems::CalculateBounds /// [`Mesh3d`]: bevy_mesh::Mesh #[derive(Component, Clone, Copy, Debug, Default, Reflect, PartialEq)] #[reflect(Component, Default, Debug, PartialEq, Clone)] pub struct Aabb { pub center: Vec3A, pub half_extents: Vec3A, } impl Aabb { #[inline] pub fn from_min_max(minimum: Vec3, maximum: Vec3) -> Self { let minimum = Vec3A::from(minimum); let maximum = Vec3A::from(maximum); let center = 0.5 * (maximum + minimum); let half_extents = 0.5 * (maximum - minimum); Self { center, half_extents, } } /// Returns a bounding box enclosing the specified set of points. /// /// Returns `None` if the iterator is empty. /// /// # Examples /// /// ``` /// # use bevy_math::{Vec3, Vec3A}; /// # use bevy_camera::primitives::Aabb; /// let bb = Aabb::enclosing([Vec3::X, Vec3::Z * 2.0, Vec3::Y * -0.5]).unwrap(); /// assert_eq!(bb.min(), Vec3A::new(0.0, -0.5, 0.0)); /// assert_eq!(bb.max(), Vec3A::new(1.0, 0.0, 2.0)); /// ``` pub fn enclosing<T: Borrow<Vec3>>(iter: impl IntoIterator<Item = T>) -> Option<Self> { let mut iter = iter.into_iter().map(|p| *p.borrow()); let mut min = iter.next()?; let mut max = min; for v in iter { min = Vec3::min(min, v); max = Vec3::max(max, v); } Some(Self::from_min_max(min, max)) } /// Calculate the relative radius of the AABB with respect to a plane #[inline] pub fn relative_radius(&self, p_normal: &Vec3A, world_from_local: &Mat3A) -> f32 { // NOTE: dot products on Vec3A use SIMD and even with the overhead of conversion are net faster than Vec3 let half_extents = self.half_extents; Vec3A::new( p_normal.dot(world_from_local.x_axis), p_normal.dot(world_from_local.y_axis), p_normal.dot(world_from_local.z_axis), ) .abs() .dot(half_extents) } #[inline] pub fn min(&self) -> Vec3A { self.center - self.half_extents } #[inline] pub fn max(&self) -> Vec3A { self.center + self.half_extents } /// Check if the AABB is at the front side of the bisecting plane. /// Referenced from: [AABB Plane intersection](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html) #[inline] pub fn is_in_half_space(&self, half_space: &HalfSpace, world_from_local: &Affine3A) -> bool { // transform the half-extents into world space. let half_extents_world = world_from_local.matrix3.abs() * self.half_extents.abs(); // collapse the half-extents onto the plane normal. let p_normal = half_space.normal(); let r = half_extents_world.dot(p_normal.abs()); let aabb_center_world = world_from_local.transform_point3a(self.center); let signed_distance = p_normal.dot(aabb_center_world) + half_space.d(); signed_distance > r } /// Optimized version of [`Self::is_in_half_space`] when the AABB is already in world space. /// Use this when `world_from_local` would be the identity transform. #[inline] pub fn is_in_half_space_identity(&self, half_space: &HalfSpace) -> bool { let p_normal = half_space.normal(); let r = self.half_extents.abs().dot(p_normal.abs()); let signed_distance = p_normal.dot(self.center) + half_space.d(); signed_distance > r } } impl From<Aabb3d> for Aabb { fn from(aabb: Aabb3d) -> Self { Self { center: aabb.center(), half_extents: aabb.half_size(), } } } impl From<Aabb> for Aabb3d { fn from(aabb: Aabb) -> Self { Self { min: aabb.min(), max: aabb.max(), } } } impl From<Sphere> for Aabb { #[inline] fn from(sphere: Sphere) -> Self { Self { center: sphere.center, half_extents: Vec3A::splat(sphere.radius), } } } #[derive(Clone, Debug, Default)] pub struct Sphere { pub center: Vec3A, pub radius: f32, } impl Sphere { #[inline] pub fn intersects_obb(&self, aabb: &Aabb, world_from_local: &Affine3A) -> bool { let aabb_center_world = world_from_local.transform_point3a(aabb.center); let v = aabb_center_world - self.center; let d = v.length(); let relative_radius = aabb.relative_radius(&(v / d), &world_from_local.matrix3); d < self.radius + relative_radius } } /// A region of 3D space, specifically an open set whose border is a bisecting 2D plane. /// /// This bisecting plane partitions 3D space into two infinite regions, /// the half-space is one of those regions and excludes the bisecting plane. /// /// Each instance of this type is characterized by: /// - the bisecting plane's unit normal, normalized and pointing "inside" the half-space, /// - the signed distance along the normal from the bisecting plane to the origin of 3D space. /// /// The distance can also be seen as: /// - the distance along the inverse of the normal from the origin of 3D space to the bisecting plane, /// - the opposite of the distance along the normal from the origin of 3D space to the bisecting plane. /// /// Any point `p` is considered to be within the `HalfSpace` when the length of the projection /// of p on the normal is greater or equal than the opposite of the distance, /// meaning: if the equation `normal.dot(p) + distance > 0.` is satisfied. /// /// For example, the half-space containing all the points with a z-coordinate lesser /// or equal than `8.0` would be defined by: `HalfSpace::new(Vec3::NEG_Z.extend(-8.0))`. /// It includes all the points from the bisecting plane towards `NEG_Z`, and the distance /// from the plane to the origin is `-8.0` along `NEG_Z`. /// /// It is used to define a [`Frustum`], but is also a useful mathematical primitive for rendering tasks such as light computation. #[derive(Clone, Copy, Debug, Default)] pub struct HalfSpace { normal_d: Vec4, } impl HalfSpace { /// Constructs a `HalfSpace` from a 4D vector whose first 3 components /// represent the bisecting plane's unit normal, and the last component is /// the signed distance along the normal from the plane to the origin. /// The constructor ensures the normal vector is normalized and the distance is appropriately scaled. #[inline] pub fn new(normal_d: Vec4) -> Self { Self { normal_d: normal_d * normal_d.xyz().length_recip(), } } /// Returns the unit normal vector of the bisecting plane that characterizes the `HalfSpace`. #[inline] pub fn normal(&self) -> Vec3A { Vec3A::from_vec4(self.normal_d) } /// Returns the signed distance from the bisecting plane to the origin along /// the plane's unit normal vector. #[inline] pub fn d(&self) -> f32 { self.normal_d.w } /// Returns the bisecting plane's unit normal vector and the signed distance /// from the plane to the origin. #[inline] pub fn normal_d(&self) -> Vec4 { self.normal_d } } /// A region of 3D space defined by the intersection of 6 [`HalfSpace`]s. /// /// Frustums are typically an apex-truncated square pyramid (a pyramid without the top) or a cuboid. /// /// Half spaces are ordered left, right, top, bottom, near, far. The normal vectors /// of the half-spaces point towards the interior of the frustum. /// /// A frustum component is used on an entity with a [`Camera`] component to /// determine which entities will be considered for rendering by this camera. /// All entities with an [`Aabb`] component that are not contained by (or crossing /// the boundary of) the frustum will not be rendered, and not be used in rendering computations. /// /// This process is called frustum culling, and entities can opt out of it using /// the [`NoFrustumCulling`] component. /// /// The frustum component is typically added automatically for cameras, either [`Camera2d`] or [`Camera3d`]. /// It is usually updated automatically by [`update_frusta`] from the /// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity. /// /// [`Camera`]: crate::Camera /// [`NoFrustumCulling`]: crate::visibility::NoFrustumCulling /// [`update_frusta`]: crate::visibility::update_frusta /// [`CameraProjection`]: crate::CameraProjection /// [`GlobalTransform`]: bevy_transform::components::GlobalTransform /// [`Camera2d`]: crate::Camera2d /// [`Camera3d`]: crate::Camera3d #[derive(Component, Clone, Copy, Debug, Default, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct Frustum { #[reflect(ignore, clone)] pub half_spaces: [HalfSpace; 6], } impl Frustum { pub const NEAR_PLANE_IDX: usize = 4; const FAR_PLANE_IDX: usize = 5; const INACTIVE_HALF_SPACE: Vec4 = Vec4::new(0.0, 0.0, 0.0, f32::INFINITY); /// Returns a frustum derived from `clip_from_world`. #[inline] pub fn from_clip_from_world(clip_from_world: &Mat4) -> Self { let mut frustum = Frustum::from_clip_from_world_no_far(clip_from_world); frustum.half_spaces[Self::FAR_PLANE_IDX] = HalfSpace::new(clip_from_world.row(2)); frustum } /// Returns a frustum derived from `clip_from_world`, /// but with a custom far plane. #[inline] pub fn from_clip_from_world_custom_far( clip_from_world: &Mat4, view_translation: &Vec3, view_backward: &Vec3, far: f32, ) -> Self { let mut frustum = Frustum::from_clip_from_world_no_far(clip_from_world); let far_center = *view_translation - far * *view_backward; frustum.half_spaces[Self::FAR_PLANE_IDX] = HalfSpace::new(view_backward.extend(-view_backward.dot(far_center))); frustum } // NOTE: This approach of extracting the frustum half-space from the view // projection matrix is from Foundations of Game Engine Development 2 // Rendering by Lengyel. /// Returns a frustum derived from `view_projection`, /// without a far plane. fn from_clip_from_world_no_far(clip_from_world: &Mat4) -> Self { let row0 = clip_from_world.row(0); let row1 = clip_from_world.row(1); let row2 = clip_from_world.row(2); let row3 = clip_from_world.row(3); Self { half_spaces: [ HalfSpace::new(row3 + row0), HalfSpace::new(row3 - row0), HalfSpace::new(row3 + row1), HalfSpace::new(row3 - row1), HalfSpace::new(row3 + row2), HalfSpace::new(Self::INACTIVE_HALF_SPACE), ], } } /// Checks if a sphere intersects the frustum. #[inline] pub fn intersects_sphere(&self, sphere: &Sphere, intersect_far: bool) -> bool { let sphere_center = sphere.center.extend(1.0); let max = if intersect_far { Self::FAR_PLANE_IDX } else { Self::NEAR_PLANE_IDX }; for half_space in &self.half_spaces[..=max] { if half_space.normal_d().dot(sphere_center) + sphere.radius <= 0.0 { return false; } } true } /// Checks if an Oriented Bounding Box (obb) intersects the frustum. #[inline] pub fn intersects_obb( &self, aabb: &Aabb, world_from_local: &Affine3A, intersect_near: bool, intersect_far: bool, ) -> bool { let aabb_center_world = world_from_local.transform_point3a(aabb.center).extend(1.0); for (idx, half_space) in self.half_spaces.into_iter().enumerate() { if (idx == Self::NEAR_PLANE_IDX && !intersect_near) || (idx == Self::FAR_PLANE_IDX && !intersect_far) { continue; } let p_normal = half_space.normal(); let relative_radius = aabb.relative_radius(&p_normal, &world_from_local.matrix3); if half_space.normal_d().dot(aabb_center_world) + relative_radius <= 0.0 { return false; } } true } /// Optimized version of [`Frustum::intersects_obb`] /// where the transform is [`Affine3A::IDENTITY`] and both `intersect_near` and `intersect_far` are `true`. #[inline] pub fn intersects_obb_identity(&self, aabb: &Aabb) -> bool { let aabb_center_world = aabb.center.extend(1.0); for half_space in self.half_spaces.iter() { let p_normal = half_space.normal(); let relative_radius = aabb.half_extents.abs().dot(p_normal.abs()); if half_space.normal_d().dot(aabb_center_world) + relative_radius <= 0.0 { return false; } } true } /// Check if the frustum contains the entire Axis-Aligned Bounding Box (AABB). /// Referenced from: [Frustum Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling) #[inline] pub fn contains_aabb(&self, aabb: &Aabb, world_from_local: &Affine3A) -> bool { for half_space in &self.half_spaces { if !aabb.is_in_half_space(half_space, world_from_local) { return false; } } true } /// Optimized version of [`Self::contains_aabb`] when the AABB is already in world space. /// Use this when `world_from_local` would be [`Affine3A::IDENTITY`]. #[inline] pub fn contains_aabb_identity(&self, aabb: &Aabb) -> bool { for half_space in &self.half_spaces { if !aabb.is_in_half_space_identity(half_space) { return false; } } true } } pub struct CubeMapFace { pub target: Vec3, pub up: Vec3, } // Cubemap faces are [+X, -X, +Y, -Y, +Z, -Z], per https://www.w3.org/TR/webgpu/#texture-view-creation // Note: Cubemap coordinates are left-handed y-up, unlike the rest of Bevy. // See https://registry.khronos.org/vulkan/specs/1.2/html/chap16.html#_cube_map_face_selection // // For each cubemap face, we take care to specify the appropriate target/up axis such that the rendered // texture using Bevy's right-handed y-up coordinate space matches the expected cubemap face in // left-handed y-up cubemap coordinates. pub const CUBE_MAP_FACES: [CubeMapFace; 6] = [ // +X CubeMapFace { target: Vec3::X, up: Vec3::Y, }, // -X CubeMapFace { target: Vec3::NEG_X, up: Vec3::Y, }, // +Y CubeMapFace { target: Vec3::Y, up: Vec3::Z, }, // -Y CubeMapFace { target: Vec3::NEG_Y, up: Vec3::NEG_Z, }, // +Z (with left-handed conventions, pointing forwards) CubeMapFace { target: Vec3::NEG_Z, up: Vec3::Y, }, // -Z (with left-handed conventions, pointing backwards) CubeMapFace { target: Vec3::Z, up: Vec3::Y, }, ]; pub fn face_index_to_name(face_index: usize) -> &'static str { match face_index { 0 => "+x", 1 => "-x", 2 => "+y", 3 => "-y", 4 => "+z", 5 => "-z", _ => "invalid", } } #[derive(Component, Clone, Debug, Default, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct CubemapFrusta { #[reflect(ignore, clone)] pub frusta: [Frustum; 6], } impl CubemapFrusta { pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Frustum> { self.frusta.iter() } pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut Frustum> { self.frusta.iter_mut() } } /// Cubemap layout defines the order of images in a packed cubemap image. #[derive(Default, Reflect, Debug, Clone, Copy)] pub enum CubemapLayout { /// layout in a vertical cross format /// ```text /// +y /// -x -z +x /// -y /// +z /// ``` #[default] CrossVertical = 0, /// layout in a horizontal cross format /// ```text /// +y /// -x -z +x +z /// -y /// ``` CrossHorizontal = 1, /// layout in a vertical sequence /// ```text /// +x /// -x /// +y /// -y /// -z /// +z /// ``` SequenceVertical = 2, /// layout in a horizontal sequence /// ```text /// +x -x +y -y -z +z /// ``` SequenceHorizontal = 3, } #[derive(Component, Debug, Default, Reflect, Clone)] #[reflect(Component, Default, Debug, Clone)] pub struct CascadesFrusta { #[reflect(ignore, clone)] pub frusta: EntityHashMap<Vec<Frustum>>, } #[cfg(test)] mod tests { use core::f32::consts::PI; use bevy_math::{ops, Quat}; use bevy_transform::components::GlobalTransform; use crate::{CameraProjection, PerspectiveProjection}; use super::*; // A big, offset frustum fn big_frustum() -> Frustum { Frustum { half_spaces: [ HalfSpace::new(Vec4::new(-0.9701, -0.2425, -0.0000, 7.7611)), HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 4.0000)), HalfSpace::new(Vec4::new(-0.0000, -0.2425, -0.9701, 2.9104)), HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 4.0000)), HalfSpace::new(Vec4::new(-0.0000, -0.2425, 0.9701, 2.9104)), HalfSpace::new(Vec4::new(0.9701, -0.2425, -0.0000, -1.9403)), ], } } #[test] fn intersects_sphere_big_frustum_outside() { // Sphere outside frustum let frustum = big_frustum(); let sphere = Sphere { center: Vec3A::new(0.9167, 0.0000, 0.0000), radius: 0.7500, }; assert!(!frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_big_frustum_intersect() { // Sphere intersects frustum boundary let frustum = big_frustum(); let sphere = Sphere { center: Vec3A::new(7.9288, 0.0000, 2.9728), radius: 2.0000, }; assert!(frustum.intersects_sphere(&sphere, true)); } // A frustum fn frustum() -> Frustum { Frustum { half_spaces: [ HalfSpace::new(Vec4::new(-0.9701, -0.2425, -0.0000, 0.7276)), HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 1.0000)), HalfSpace::new(Vec4::new(-0.0000, -0.2425, -0.9701, 0.7276)), HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 1.0000)), HalfSpace::new(Vec4::new(-0.0000, -0.2425, 0.9701, 0.7276)), HalfSpace::new(Vec4::new(0.9701, -0.2425, -0.0000, 0.7276)), ], } } #[test] fn intersects_sphere_frustum_surrounding() { // Sphere surrounds frustum let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(0.0000, 0.0000, 0.0000), radius: 3.0000, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_frustum_contained() { // Sphere is contained in frustum let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(0.0000, 0.0000, 0.0000), radius: 0.7000, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_frustum_intersects_plane() { // Sphere intersects a plane let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(0.0000, 0.0000, 0.9695), radius: 0.7000, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_frustum_intersects_2_planes() { // Sphere intersects 2 planes let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(1.2037, 0.0000, 0.9695), radius: 0.7000, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_frustum_intersects_3_planes() { // Sphere intersects 3 planes let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(1.2037, -1.0988, 0.9695), radius: 0.7000, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_frustum_dodges_1_plane() { // Sphere avoids intersecting the frustum by 1 plane let frustum = frustum(); let sphere = Sphere { center: Vec3A::new(-1.7020, 0.0000, 0.0000), radius: 0.7000, }; assert!(!frustum.intersects_sphere(&sphere, true)); } // A long frustum. fn long_frustum() -> Frustum { Frustum { half_spaces: [ HalfSpace::new(Vec4::new(-0.9998, -0.0222, -0.0000, -1.9543)), HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 45.1249)), HalfSpace::new(Vec4::new(-0.0000, -0.0168, -0.9999, 2.2718)), HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 45.1249)), HalfSpace::new(Vec4::new(-0.0000, -0.0168, 0.9999, 2.2718)), HalfSpace::new(Vec4::new(0.9998, -0.0222, -0.0000, 7.9528)), ], } } #[test] fn intersects_sphere_long_frustum_outside() { // Sphere outside frustum let frustum = long_frustum(); let sphere = Sphere { center: Vec3A::new(-4.4889, 46.9021, 0.0000), radius: 0.7500, }; assert!(!frustum.intersects_sphere(&sphere, true)); } #[test] fn intersects_sphere_long_frustum_intersect() { // Sphere intersects frustum boundary let frustum = long_frustum(); let sphere = Sphere { center: Vec3A::new(-4.9957, 0.0000, -0.7396), radius: 4.4094, }; assert!(frustum.intersects_sphere(&sphere, true)); } #[test] fn aabb_enclosing() { assert_eq!(Aabb::enclosing([] as [Vec3; 0]), None); assert_eq!( Aabb::enclosing(vec![Vec3::ONE]).unwrap(), Aabb::from_min_max(Vec3::ONE, Vec3::ONE) ); assert_eq!( Aabb::enclosing(&[Vec3::Y, Vec3::X, Vec3::Z][..]).unwrap(), Aabb::from_min_max(Vec3::ZERO, Vec3::ONE) ); assert_eq!( Aabb::enclosing([ Vec3::NEG_X, Vec3::X * 2.0, Vec3::NEG_Y * 5.0, Vec3::Z, Vec3::ZERO ]) .unwrap(), Aabb::from_min_max(Vec3::new(-1.0, -5.0, 0.0), Vec3::new(2.0, 0.0, 1.0)) ); } // A frustum with an offset for testing the [`Frustum::contains_aabb`] algorithm. fn contains_aabb_test_frustum() -> Frustum { let proj = PerspectiveProjection { fov: 90.0_f32.to_radians(), aspect_ratio: 1.0, near: 1.0, far: 100.0, ..PerspectiveProjection::default() }; proj.compute_frustum(&GlobalTransform::from_translation(Vec3::new(2.0, 2.0, 0.0))) } fn contains_aabb_test_frustum_with_rotation() -> Frustum { let half_extent_world = (((49.5 * 49.5) * 0.5) as f32).sqrt() + 0.5f32.sqrt(); let near = 50.5 - half_extent_world; let far = near + 2.0 * half_extent_world; let fov = 2.0 * ops::atan(half_extent_world / near); let proj = PerspectiveProjection { aspect_ratio: 1.0, near, far, fov, ..PerspectiveProjection::default() }; proj.compute_frustum(&GlobalTransform::IDENTITY) } #[test] fn aabb_inside_frustum() { let frustum = contains_aabb_test_frustum(); let aabb = Aabb { center: Vec3A::ZERO, half_extents: Vec3A::new(0.99, 0.99, 49.49), }; let model = Affine3A::from_translation(Vec3::new(2.0, 2.0, -50.5)); assert!(frustum.contains_aabb(&aabb, &model)); } #[test] fn aabb_intersect_frustum() { let frustum = contains_aabb_test_frustum(); let aabb = Aabb { center: Vec3A::ZERO, half_extents: Vec3A::new(0.99, 0.99, 49.6), }; let model = Affine3A::from_translation(Vec3::new(2.0, 2.0, -50.5)); assert!(!frustum.contains_aabb(&aabb, &model)); } #[test] fn aabb_outside_frustum() { let frustum = contains_aabb_test_frustum(); let aabb = Aabb { center: Vec3A::ZERO, half_extents: Vec3A::new(0.99, 0.99, 0.99), }; let model = Affine3A::from_translation(Vec3::new(0.0, 0.0, 49.6)); assert!(!frustum.contains_aabb(&aabb, &model)); } #[test] fn aabb_inside_frustum_rotation() { let frustum = contains_aabb_test_frustum_with_rotation(); let aabb = Aabb { center: Vec3A::new(0.0, 0.0, 0.0), half_extents: Vec3A::new(0.99, 0.99, 49.49), }; let model = Affine3A::from_rotation_translation( Quat::from_rotation_x(PI / 4.0), Vec3::new(0.0, 0.0, -50.5), ); assert!(frustum.contains_aabb(&aabb, &model)); } #[test] fn aabb_intersect_frustum_rotation() { let frustum = contains_aabb_test_frustum_with_rotation(); let aabb = Aabb { center: Vec3A::new(0.0, 0.0, 0.0), half_extents: Vec3A::new(0.99, 0.99, 49.6), }; let model = Affine3A::from_rotation_translation( Quat::from_rotation_x(PI / 4.0), Vec3::new(0.0, 0.0, -50.5), ); assert!(!frustum.contains_aabb(&aabb, &model)); } #[test] fn test_identity_optimized_equivalence() { let cases = vec![ ( Aabb { center: Vec3A::ZERO, half_extents: Vec3A::splat(1.0), }, HalfSpace::new(Vec4::new(1.0, 0.0, 0.0, -0.5)), ), ( Aabb { center: Vec3A::new(2.0, -1.0, 0.5), half_extents: Vec3A::new(1.0, 2.0, 0.5), }, HalfSpace::new(Vec4::new(1.0, 1.0, 1.0, -1.0).normalize()), ), ( Aabb { center: Vec3A::new(1.0, 1.0, 1.0), half_extents: Vec3A::ZERO, }, HalfSpace::new(Vec4::new(0.0, 0.0, 1.0, -2.0)), ), ]; for (aabb, half_space) in cases { let general = aabb.is_in_half_space(&half_space, &Affine3A::IDENTITY); let identity = aabb.is_in_half_space_identity(&half_space); assert_eq!(general, identity,); } } #[test] fn intersects_obb_identity_matches_standard_true_true() { let frusta = [frustum(), long_frustum(), big_frustum()]; let aabbs = [ Aabb { center: Vec3A::ZERO, half_extents: Vec3A::new(0.5, 0.5, 0.5), }, Aabb { center: Vec3A::new(1.0, 0.0, 0.5), half_extents: Vec3A::new(0.9, 0.9, 0.9), }, Aabb { center: Vec3A::new(100.0, 100.0, 100.0), half_extents: Vec3A::new(1.0, 1.0, 1.0), }, ]; for fr in &frusta { for aabb in &aabbs { let standard = fr.intersects_obb(aabb, &Affine3A::IDENTITY, true, true); let optimized = fr.intersects_obb_identity(aabb); assert_eq!(standard, optimized); } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/projection.rs
crates/bevy_camera/src/projection.rs
use core::fmt::Debug; use core::ops::{Deref, DerefMut}; use crate::{primitives::Frustum, visibility::VisibilitySystems}; use bevy_app::{App, Plugin, PostUpdate}; use bevy_ecs::prelude::*; use bevy_math::{ops, vec4, AspectRatio, Mat4, Rect, Vec2, Vec3A, Vec4}; use bevy_reflect::{std_traits::ReflectDefault, Reflect, ReflectDeserialize, ReflectSerialize}; use bevy_transform::{components::GlobalTransform, TransformSystems}; use derive_more::derive::From; use serde::{Deserialize, Serialize}; /// Adds [`Camera`](crate::camera::Camera) driver systems for a given projection type. /// /// If you are using `bevy_pbr`, then you need to add `PbrProjectionPlugin` along with this. #[derive(Default)] pub struct CameraProjectionPlugin; impl Plugin for CameraProjectionPlugin { fn build(&self, app: &mut App) { app.add_systems( PostUpdate, crate::visibility::update_frusta .in_set(VisibilitySystems::UpdateFrusta) .after(TransformSystems::Propagate), ); } } /// Describes a type that can generate a projection matrix, allowing it to be added to a /// [`Camera`]'s [`Projection`] component. /// /// Once implemented, the projection can be added to a camera using [`Projection::custom`]. /// /// The projection will be automatically updated as the render area is resized. This is useful when, /// for example, a projection type has a field like `fov` that should change when the window width /// is changed but not when the height changes. /// /// This trait is implemented by bevy's built-in projections [`PerspectiveProjection`] and /// [`OrthographicProjection`]. /// /// [`Camera`]: crate::camera::Camera pub trait CameraProjection { /// Generate the projection matrix. fn get_clip_from_view(&self) -> Mat4; /// Generate the projection matrix for a [`SubCameraView`](super::SubCameraView). fn get_clip_from_view_for_sub(&self, sub_view: &super::SubCameraView) -> Mat4; /// When the area this camera renders to changes dimensions, this method will be automatically /// called. Use this to update any projection properties that depend on the aspect ratio or /// dimensions of the render area. fn update(&mut self, width: f32, height: f32); /// The far plane distance of the projection. fn far(&self) -> f32; /// The eight corners of the camera frustum, as defined by this projection. /// /// The corners should be provided in the following order: first the bottom right, top right, /// top left, bottom left for the near plane, then similar for the far plane. // TODO: This seems somewhat redundant with `compute_frustum`, and similarly should be possible // to compute with a default impl. fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8]; /// Compute camera frustum for camera with given projection and transform. /// /// This code is called by [`update_frusta`](crate::visibility::update_frusta) system /// for each camera to update its frustum. fn compute_frustum(&self, camera_transform: &GlobalTransform) -> Frustum { let clip_from_world = self.get_clip_from_view() * camera_transform.affine().inverse(); Frustum::from_clip_from_world_custom_far( &clip_from_world, &camera_transform.translation(), &camera_transform.back(), self.far(), ) } } mod sealed { use super::CameraProjection; /// A wrapper trait to make it possible to implement Clone for boxed [`CameraProjection`](`super::CameraProjection`) /// trait objects, without breaking object safety rules by making it `Sized`. Additional bounds /// are included for downcasting, and fulfilling the trait bounds on `Projection`. pub trait DynCameraProjection: CameraProjection + core::fmt::Debug + Send + Sync + downcast_rs::Downcast { fn clone_box(&self) -> Box<dyn DynCameraProjection>; } downcast_rs::impl_downcast!(DynCameraProjection); impl<T> DynCameraProjection for T where T: 'static + CameraProjection + core::fmt::Debug + Send + Sync + Clone, { fn clone_box(&self) -> Box<dyn DynCameraProjection> { Box::new(self.clone()) } } } /// Holds a dynamic [`CameraProjection`] trait object. Use [`Projection::custom()`] to construct a /// custom projection. /// /// The contained dynamic object can be downcast into a static type using [`CustomProjection::get`]. #[derive(Debug, Reflect)] #[reflect(Default, Clone)] pub struct CustomProjection { #[reflect(ignore)] dyn_projection: Box<dyn sealed::DynCameraProjection>, } impl Default for CustomProjection { fn default() -> Self { Self { dyn_projection: Box::new(PerspectiveProjection::default()), } } } impl Clone for CustomProjection { fn clone(&self) -> Self { Self { dyn_projection: self.dyn_projection.clone_box(), } } } impl CustomProjection { /// Returns a reference to the [`CameraProjection`] `P`. /// /// Returns `None` if this dynamic object is not a projection of type `P`. /// /// ``` /// # use bevy_camera::{Projection, PerspectiveProjection}; /// // For simplicity's sake, use perspective as a custom projection: /// let projection = Projection::custom(PerspectiveProjection::default()); /// let Projection::Custom(custom) = projection else { return }; /// /// // At this point the projection type is erased. /// // We can use `get()` if we know what kind of projection we have. /// let perspective = custom.get::<PerspectiveProjection>().unwrap(); /// /// assert_eq!(perspective.fov, PerspectiveProjection::default().fov); /// ``` pub fn get<P>(&self) -> Option<&P> where P: CameraProjection + Debug + Send + Sync + Clone + 'static, { self.dyn_projection.downcast_ref() } /// Returns a mutable reference to the [`CameraProjection`] `P`. /// /// Returns `None` if this dynamic object is not a projection of type `P`. /// /// ``` /// # use bevy_camera::{Projection, PerspectiveProjection}; /// // For simplicity's sake, use perspective as a custom projection: /// let mut projection = Projection::custom(PerspectiveProjection::default()); /// let Projection::Custom(mut custom) = projection else { return }; /// /// // At this point the projection type is erased. /// // We can use `get_mut()` if we know what kind of projection we have. /// let perspective = custom.get_mut::<PerspectiveProjection>().unwrap(); /// /// assert_eq!(perspective.fov, PerspectiveProjection::default().fov); /// perspective.fov = 1.0; /// ``` pub fn get_mut<P>(&mut self) -> Option<&mut P> where P: CameraProjection + Debug + Send + Sync + Clone + 'static, { self.dyn_projection.downcast_mut() } } impl Deref for CustomProjection { type Target = dyn CameraProjection; fn deref(&self) -> &Self::Target { self.dyn_projection.as_ref() } } impl DerefMut for CustomProjection { fn deref_mut(&mut self) -> &mut Self::Target { self.dyn_projection.as_mut() } } /// Component that defines how to compute a [`Camera`]'s projection matrix. /// /// Common projections, like perspective and orthographic, are provided out of the box to handle the /// majority of use cases. Custom projections can be added using the [`CameraProjection`] trait and /// the [`Projection::custom`] constructor. /// /// ## What's a projection? /// /// A camera projection essentially describes how 3d points from the point of view of a camera are /// projected onto a 2d screen. This is where properties like a camera's field of view are defined. /// More specifically, a projection is a 4x4 matrix that transforms points from view space (the /// point of view of the camera) into clip space. Clip space is almost, but not quite, equivalent to /// the rectangle that is rendered to your screen, with a depth axis. Any points that land outside /// the bounds of this cuboid are "clipped" and not rendered. /// /// You can also think of the projection as the thing that describes the shape of a camera's /// frustum: the volume in 3d space that is visible to a camera. /// /// [`Camera`]: crate::camera::Camera #[derive(Component, Debug, Clone, Reflect, From)] #[reflect(Component, Default, Debug, Clone)] pub enum Projection { Perspective(PerspectiveProjection), Orthographic(OrthographicProjection), Custom(CustomProjection), } impl Projection { /// Construct a new custom camera projection from a type that implements [`CameraProjection`]. pub fn custom<P>(projection: P) -> Self where // Implementation note: pushing these trait bounds all the way out to this function makes // errors nice for users. If a trait is missing, they will get a helpful error telling them // that, say, the `Debug` implementation is missing. Wrapping these traits behind a super // trait or some other indirection will make the errors harder to understand. // // For example, we don't use the `DynCameraProjection` trait bound, because it is not the // trait the user should be implementing - they only need to worry about implementing // `CameraProjection`. P: CameraProjection + Debug + Send + Sync + Clone + 'static, { Projection::Custom(CustomProjection { dyn_projection: Box::new(projection), }) } /// Check if the projection is perspective. /// For [`CustomProjection`], this checks if the projection matrix's w-axis's w is 0.0. pub fn is_perspective(&self) -> bool { match self { Projection::Perspective(_) => true, Projection::Orthographic(_) => false, Projection::Custom(projection) => projection.get_clip_from_view().w_axis.w == 0.0, } } } impl Deref for Projection { type Target = dyn CameraProjection; fn deref(&self) -> &Self::Target { match self { Projection::Perspective(projection) => projection, Projection::Orthographic(projection) => projection, Projection::Custom(projection) => projection.deref(), } } } impl DerefMut for Projection { fn deref_mut(&mut self) -> &mut Self::Target { match self { Projection::Perspective(projection) => projection, Projection::Orthographic(projection) => projection, Projection::Custom(projection) => projection.deref_mut(), } } } impl Default for Projection { fn default() -> Self { Projection::Perspective(Default::default()) } } /// A 3D camera projection in which distant objects appear smaller than close objects. #[derive(Debug, Clone, Reflect)] #[reflect(Default, Debug, Clone)] pub struct PerspectiveProjection { /// The vertical field of view (FOV) in radians. /// /// Defaults to a value of π/4 radians or 45 degrees. pub fov: f32, /// The aspect ratio (width divided by height) of the viewing frustum. /// /// Bevy's `camera_system` automatically updates this value when the aspect ratio /// of the associated window changes. /// /// Defaults to a value of `1.0`. pub aspect_ratio: f32, /// The distance from the camera in world units of the viewing frustum's near plane. /// /// Objects closer to the camera than this value will not be visible. /// /// Defaults to a value of `0.1`. pub near: f32, /// The distance from the camera in world units of the viewing frustum's far plane. /// /// Objects farther from the camera than this value will not be visible. /// /// Defaults to a value of `1000.0`. pub far: f32, /// The orientation of a custom clipping plane, as well as its distance from /// the camera. /// /// If you supply a plane here, anything in front of the plane will be /// clipped out. This is useful for portals and mirrors, in order to clip /// any geometry that would pass through the plane of the portal or mirror. /// /// The X, Y, and Z components of the vector describe its normal, in view /// space. This normal vector must have length 1, and it should point away /// from the camera. (That is, only geometry on the side of the plane that /// the normal points toward will be rendered.) The W component of the /// vector must be the *negative shortest signed distance* from the camera /// to the plane, again in view space. This final component can also be /// computed as -(N · Q), where N is the normal of the plane and Q is any /// point on it. /// /// By default, this is (0, 0, -1, -[`Self::near`]), which describes a near /// plane located [`Self::near`] meters away pointing directly away from the /// camera. /// /// See the `calculate_mirror_camera_transform_and_projection` function in /// the `mirror` example for an exhaustive example of usage. pub near_clip_plane: Vec4, } impl CameraProjection for PerspectiveProjection { fn get_clip_from_view(&self) -> Mat4 { let mut matrix = Mat4::perspective_infinite_reverse_rh(self.fov, self.aspect_ratio, self.near); self.adjust_perspective_matrix_for_clip_plane(&mut matrix); matrix } fn get_clip_from_view_for_sub(&self, sub_view: &super::SubCameraView) -> Mat4 { let full_width = sub_view.full_size.x as f32; let full_height = sub_view.full_size.y as f32; let sub_width = sub_view.size.x as f32; let sub_height = sub_view.size.y as f32; let offset_x = sub_view.offset.x; // Y-axis increases from top to bottom let offset_y = full_height - (sub_view.offset.y + sub_height); let full_aspect = full_width / full_height; // Original frustum parameters let top = self.near * ops::tan(0.5 * self.fov); let bottom = -top; let right = top * full_aspect; let left = -right; // Calculate scaling factors let width = right - left; let height = top - bottom; // Calculate the new frustum parameters let left_prime = left + (width * offset_x) / full_width; let right_prime = left + (width * (offset_x + sub_width)) / full_width; let bottom_prime = bottom + (height * offset_y) / full_height; let top_prime = bottom + (height * (offset_y + sub_height)) / full_height; // Compute the new projection matrix let x = (2.0 * self.near) / (right_prime - left_prime); let y = (2.0 * self.near) / (top_prime - bottom_prime); let a = (right_prime + left_prime) / (right_prime - left_prime); let b = (top_prime + bottom_prime) / (top_prime - bottom_prime); let mut matrix = Mat4::from_cols( Vec4::new(x, 0.0, 0.0, 0.0), Vec4::new(0.0, y, 0.0, 0.0), Vec4::new(a, b, 0.0, -1.0), Vec4::new(0.0, 0.0, self.near, 0.0), ); self.adjust_perspective_matrix_for_clip_plane(&mut matrix); matrix } fn update(&mut self, width: f32, height: f32) { self.aspect_ratio = AspectRatio::try_new(width, height) .expect("Failed to update PerspectiveProjection: width and height must be positive, non-zero values") .ratio(); } fn far(&self) -> f32 { self.far } fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] { let tan_half_fov = ops::tan(self.fov / 2.); let a = z_near.abs() * tan_half_fov; let b = z_far.abs() * tan_half_fov; let aspect_ratio = self.aspect_ratio; // NOTE: These vertices are in the specific order required by [`calculate_cascade`]. [ Vec3A::new(a * aspect_ratio, -a, z_near), // bottom right Vec3A::new(a * aspect_ratio, a, z_near), // top right Vec3A::new(-a * aspect_ratio, a, z_near), // top left Vec3A::new(-a * aspect_ratio, -a, z_near), // bottom left Vec3A::new(b * aspect_ratio, -b, z_far), // bottom right Vec3A::new(b * aspect_ratio, b, z_far), // top right Vec3A::new(-b * aspect_ratio, b, z_far), // top left Vec3A::new(-b * aspect_ratio, -b, z_far), // bottom left ] } } impl Default for PerspectiveProjection { fn default() -> Self { PerspectiveProjection { fov: core::f32::consts::PI / 4.0, near: 0.1, far: 1000.0, aspect_ratio: 1.0, near_clip_plane: vec4(0.0, 0.0, -1.0, -0.1), } } } impl PerspectiveProjection { /// Adjusts the perspective matrix for an oblique clip plane if necessary. /// /// This changes the near and (infinite) far planes so that they correctly /// clip everything in front of the [`Self::near_clip_plane`]. See [Lengyel /// 2005] for an exhaustive treatment of the way this works. Custom near /// clip planes are typically used for portals and mirrors; see /// `examples/3d/mirror.rs` for an example of usage. fn adjust_perspective_matrix_for_clip_plane(&self, matrix: &mut Mat4) { // If we don't have an oblique clip plane, save ourselves the trouble. if self.near_clip_plane == vec4(0.0, 0.0, -1.0, -self.near) { return; } // To understand this, refer to [Lengyel 2005]. The notation follows the // paper. The formulas are different because the paper uses a standard // OpenGL convention (near -1, far 1), while we use a reversed Vulkan // convention (near 1, far 0). // // [Lengyel 2005]: https://terathon.com/lengyel/Lengyel-Oblique.pdf let c = self.near_clip_plane; // First, calculate the position of Q′, the corner in clip space lying // opposite from the near clip plane. This is identical to equation (7). // Note that this is a point at infinity in view space, because we use // an infinite far plane, but in clip space it's finite. let q_prime = vec4(c.x.signum(), c.y.signum(), 0.0, 1.0); // Now convert that point to view space. This *will* be a point at // infinity, but that's OK because we're in homogeneous coordinates. let q = matrix.inverse() * q_prime; // Here we're computing the scaling factor to apply to the near plane so // that the far plane will intersect Q. This one differs from the paper. // Using the notation Mᵢ to mean the *i*th row of the matrix M, start by // observing that the near plane (z = 1) is described by M₄ - M₃ and the // far plane (z = 0) is described by simply M₃. So: // // * Equation (4) becomes C = M₄ - M₃. // * Equation (5) becomes M′₃ = M₄ - C. // * Equation (6) becomes F = M′₃ = M₄ - C. // * Equation (8) becomes F = M₄ - aC. // * Equation (9) becomes F · Q = 0 ⇒ (M₄ - aC) · Q = 0. // // And, solving the modified equation (9), we get: // // M₄ · Q // a = ⎯⎯⎯⎯⎯⎯ // C · Q // // Because M₄ = (0, 0, -1, 0) (just as it is in the paper), this reduces to: // // -Qz // a = ⎯⎯⎯⎯⎯ // C · Q // // Which is what we calculate here. let a = -q.z / c.dot(q); // Finally, we have the revised equation (10), which is M′₃ = M₄ - aC. // Similarly to the above, this simplifies to M′₃ = (0, 0, -1, 0) - aC. let m3_prime = Vec4::NEG_Z - c * a; // We have the replacement third row; write it in. matrix.x_axis.z = m3_prime.x; matrix.y_axis.z = m3_prime.y; matrix.z_axis.z = m3_prime.z; matrix.w_axis.z = m3_prime.w; } } /// Scaling mode for [`OrthographicProjection`]. /// /// The effect of these scaling modes are combined with the [`OrthographicProjection::scale`] property. /// /// For example, if the scaling mode is `ScalingMode::Fixed { width: 100.0, height: 300 }` and the scale is `2.0`, /// the projection will be 200 world units wide and 600 world units tall. /// /// # Examples /// /// Configure the orthographic projection to two world units per window height: /// /// ``` /// # use bevy_camera::{OrthographicProjection, Projection, ScalingMode}; /// let projection = Projection::Orthographic(OrthographicProjection { /// scaling_mode: ScalingMode::FixedVertical { viewport_height: 2.0 }, /// ..OrthographicProjection::default_2d() /// }); /// ``` #[derive(Default, Debug, Clone, Copy, Reflect, Serialize, Deserialize)] #[reflect(Serialize, Deserialize, Default, Clone)] pub enum ScalingMode { /// Match the viewport size. /// /// With a scale of 1, lengths in world units will map 1:1 with the number of pixels used to render it. /// For example, if we have a 64x64 sprite with a [`Transform::scale`](bevy_transform::prelude::Transform) of 1.0, /// no custom size and no inherited scale, the sprite will be 64 world units wide and 64 world units tall. /// When rendered with [`OrthographicProjection::scaling_mode`] set to `WindowSize` when the window scale factor is 1 /// the sprite will be rendered at 64 pixels wide and 64 pixels tall. /// /// Changing any of these properties will multiplicatively affect the final size. #[default] WindowSize, /// Manually specify the projection's size, ignoring window resizing. The image will stretch. /// /// Arguments describe the area of the world that is shown (in world units). Fixed { width: f32, height: f32 }, /// Keeping the aspect ratio while the axes can't be smaller than given minimum. /// /// Arguments are in world units. AutoMin { min_width: f32, min_height: f32 }, /// Keeping the aspect ratio while the axes can't be bigger than given maximum. /// /// Arguments are in world units. AutoMax { max_width: f32, max_height: f32 }, /// Keep the projection's height constant; width will be adjusted to match aspect ratio. /// /// The argument is the desired height of the projection in world units. FixedVertical { viewport_height: f32 }, /// Keep the projection's width constant; height will be adjusted to match aspect ratio. /// /// The argument is the desired width of the projection in world units. FixedHorizontal { viewport_width: f32 }, } /// Project a 3D space onto a 2D surface using parallel lines, i.e., unlike [`PerspectiveProjection`], /// the size of objects remains the same regardless of their distance to the camera. /// /// The volume contained in the projection is called the *view frustum*. Since the viewport is rectangular /// and projection lines are parallel, the view frustum takes the shape of a cuboid. /// /// Note that the scale of the projection and the apparent size of objects are inversely proportional. /// As the size of the projection increases, the size of objects decreases. /// /// # Examples /// /// Configure the orthographic projection to one world unit per 100 window pixels: /// /// ``` /// # use bevy_camera::{OrthographicProjection, Projection, ScalingMode}; /// let projection = Projection::Orthographic(OrthographicProjection { /// scaling_mode: ScalingMode::WindowSize, /// scale: 0.01, /// ..OrthographicProjection::default_2d() /// }); /// ``` #[derive(Debug, Clone, Reflect)] #[reflect(Debug, FromWorld, Clone)] pub struct OrthographicProjection { /// The distance of the near clipping plane in world units. /// /// Objects closer than this will not be rendered. /// /// Defaults to `0.0` pub near: f32, /// The distance of the far clipping plane in world units. /// /// Objects further than this will not be rendered. /// /// Defaults to `1000.0` pub far: f32, /// Specifies the origin of the viewport as a normalized position from 0 to 1, where (0, 0) is the bottom left /// and (1, 1) is the top right. This determines where the camera's position sits inside the viewport. /// /// When the projection scales due to viewport resizing, the position of the camera, and thereby `viewport_origin`, /// remains at the same relative point. /// /// Consequently, this is pivot point when scaling. With a bottom left pivot, the projection will expand /// upwards and to the right. With a top right pivot, the projection will expand downwards and to the left. /// Values in between will caused the projection to scale proportionally on each axis. /// /// Defaults to `(0.5, 0.5)`, which makes scaling affect opposite sides equally, keeping the center /// point of the viewport centered. pub viewport_origin: Vec2, /// How the projection will scale to the viewport. /// /// Defaults to [`ScalingMode::WindowSize`], /// and works in concert with [`OrthographicProjection::scale`] to determine the final effect. /// /// For simplicity, zooming should be done by changing [`OrthographicProjection::scale`], /// rather than changing the parameters of the scaling mode. pub scaling_mode: ScalingMode, /// Scales the projection. /// /// As scale increases, the apparent size of objects decreases, and vice versa. /// /// Note: scaling can be set by [`scaling_mode`](Self::scaling_mode) as well. /// This parameter scales on top of that. /// /// This property is particularly useful in implementing zoom functionality. /// /// Defaults to `1.0`, which under standard settings corresponds to a 1:1 mapping of world units to rendered pixels. /// See [`ScalingMode::WindowSize`] for more information. pub scale: f32, /// The area that the projection covers relative to `viewport_origin`. /// /// Bevy's `camera_system` automatically /// updates this value when the viewport is resized depending on `OrthographicProjection`'s other fields. /// In this case, `area` should not be manually modified. /// /// It may be necessary to set this manually for shadow projections and such. pub area: Rect, } impl CameraProjection for OrthographicProjection { fn get_clip_from_view(&self) -> Mat4 { Mat4::orthographic_rh( self.area.min.x, self.area.max.x, self.area.min.y, self.area.max.y, // NOTE: near and far are swapped to invert the depth range from [0,1] to [1,0] // This is for interoperability with pipelines using infinite reverse perspective projections. self.far, self.near, ) } fn get_clip_from_view_for_sub(&self, sub_view: &super::SubCameraView) -> Mat4 { let full_width = sub_view.full_size.x as f32; let full_height = sub_view.full_size.y as f32; let offset_x = sub_view.offset.x; let offset_y = sub_view.offset.y; let sub_width = sub_view.size.x as f32; let sub_height = sub_view.size.y as f32; let full_aspect = full_width / full_height; // Base the vertical size on self.area and adjust the horizontal size let top = self.area.max.y; let bottom = self.area.min.y; let ortho_height = top - bottom; let ortho_width = ortho_height * full_aspect; // Center the orthographic area horizontally let center_x = (self.area.max.x + self.area.min.x) / 2.0; let left = center_x - ortho_width / 2.0; let right = center_x + ortho_width / 2.0; // Calculate scaling factors let scale_w = (right - left) / full_width; let scale_h = (top - bottom) / full_height; // Calculate the new orthographic bounds let left_prime = left + scale_w * offset_x; let right_prime = left_prime + scale_w * sub_width; let top_prime = top - scale_h * offset_y; let bottom_prime = top_prime - scale_h * sub_height; Mat4::orthographic_rh( left_prime, right_prime, bottom_prime, top_prime, // NOTE: near and far are swapped to invert the depth range from [0,1] to [1,0] // This is for interoperability with pipelines using infinite reverse perspective projections. self.far, self.near, ) } fn update(&mut self, width: f32, height: f32) { let (projection_width, projection_height) = match self.scaling_mode { ScalingMode::WindowSize => (width, height), ScalingMode::AutoMin { min_width, min_height, } => { // Compare Pixels of current width and minimal height and Pixels of minimal width with current height. // Then use bigger (min_height when true) as what it refers to (height when true) and calculate rest so it can't get under minimum. if width * min_height > min_width * height { (width * min_height / height, min_height) } else { (min_width, height * min_width / width) } } ScalingMode::AutoMax { max_width, max_height, } => { // Compare Pixels of current width and maximal height and Pixels of maximal width with current height. // Then use smaller (max_height when true) as what it refers to (height when true) and calculate rest so it can't get over maximum. if width * max_height < max_width * height { (width * max_height / height, max_height) } else { (max_width, height * max_width / width) } } ScalingMode::FixedVertical { viewport_height } => { (width * viewport_height / height, viewport_height) } ScalingMode::FixedHorizontal { viewport_width } => { (viewport_width, height * viewport_width / width) } ScalingMode::Fixed { width, height } => (width, height), }; let origin_x = projection_width * self.viewport_origin.x; let origin_y = projection_height * self.viewport_origin.y; self.area = Rect::new( self.scale * -origin_x, self.scale * -origin_y, self.scale * (projection_width - origin_x), self.scale * (projection_height - origin_y), ); } fn far(&self) -> f32 { self.far } fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] { let area = self.area; // NOTE: These vertices are in the specific order required by [`calculate_cascade`]. [ Vec3A::new(area.max.x, area.min.y, z_near), // bottom right Vec3A::new(area.max.x, area.max.y, z_near), // top right Vec3A::new(area.min.x, area.max.y, z_near), // top left Vec3A::new(area.min.x, area.min.y, z_near), // bottom left Vec3A::new(area.max.x, area.min.y, z_far), // bottom right Vec3A::new(area.max.x, area.max.y, z_far), // top right Vec3A::new(area.min.x, area.max.y, z_far), // top left Vec3A::new(area.min.x, area.min.y, z_far), // bottom left ] } } impl FromWorld for OrthographicProjection { fn from_world(_world: &mut World) -> Self { OrthographicProjection::default_3d() } } impl OrthographicProjection { /// Returns the default orthographic projection for a 2D context. /// /// The near plane is set to a negative value so that the camera can still /// render the scene when using positive z coordinates to order foreground elements. pub fn default_2d() -> Self { OrthographicProjection { near: -1000.0, ..OrthographicProjection::default_3d() } } /// Returns the default orthographic projection for a 3D context. /// /// The near plane is set to 0.0 so that the camera doesn't render /// objects that are behind it. pub fn default_3d() -> Self { OrthographicProjection { scale: 1.0, near: 0.0, far: 1000.0, viewport_origin: Vec2::new(0.5, 0.5), scaling_mode: ScalingMode::WindowSize, area: Rect::new(-1.0, -1.0, 1.0, 1.0), } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/camera.rs
crates/bevy_camera/src/camera.rs
use crate::primitives::Frustum; use super::{ visibility::{Visibility, VisibleEntities}, ClearColorConfig, MsaaWriteback, }; use bevy_asset::Handle; use bevy_derive::Deref; use bevy_ecs::{component::Component, entity::Entity, reflect::ReflectComponent}; use bevy_image::Image; use bevy_math::{ops, Dir3, FloatOrd, Mat4, Ray3d, Rect, URect, UVec2, Vec2, Vec3, Vec3A}; use bevy_reflect::prelude::*; use bevy_transform::components::{GlobalTransform, Transform}; use bevy_window::{NormalizedWindowRef, WindowRef}; use core::ops::Range; use derive_more::derive::From; use thiserror::Error; use wgpu_types::{BlendState, TextureUsages}; /// Render viewport configuration for the [`Camera`] component. /// /// The viewport defines the area on the render target to which the camera renders its image. /// You can overlay multiple cameras in a single window using viewports to create effects like /// split screen, minimaps, and character viewers. #[derive(Reflect, Debug, Clone)] #[reflect(Default, Clone)] pub struct Viewport { /// The physical position to render this viewport to within the [`RenderTarget`] of this [`Camera`]. /// (0,0) corresponds to the top-left corner pub physical_position: UVec2, /// The physical size of the viewport rectangle to render to within the [`RenderTarget`] of this [`Camera`]. /// The origin of the rectangle is in the top-left corner. pub physical_size: UVec2, /// The minimum and maximum depth to render (on a scale from 0.0 to 1.0). pub depth: Range<f32>, } impl Default for Viewport { fn default() -> Self { Self { physical_position: Default::default(), physical_size: UVec2::new(1, 1), depth: 0.0..1.0, } } } impl Viewport { /// Cut the viewport rectangle so that it lies inside a rectangle of the /// given size. /// /// If either of the viewport's position coordinates lies outside the given /// dimensions, it will be moved just inside first. If either of the given /// dimensions is zero, the position and size of the viewport rectangle will /// both be set to zero in that dimension. pub fn clamp_to_size(&mut self, size: UVec2) { // If the origin of the viewport rect is outside, then adjust so that // it's just barely inside. Then, cut off the part that is outside. if self.physical_size.x + self.physical_position.x > size.x { if self.physical_position.x < size.x { self.physical_size.x = size.x - self.physical_position.x; } else if size.x > 0 { self.physical_position.x = size.x - 1; self.physical_size.x = 1; } else { self.physical_position.x = 0; self.physical_size.x = 0; } } if self.physical_size.y + self.physical_position.y > size.y { if self.physical_position.y < size.y { self.physical_size.y = size.y - self.physical_position.y; } else if size.y > 0 { self.physical_position.y = size.y - 1; self.physical_size.y = 1; } else { self.physical_position.y = 0; self.physical_size.y = 0; } } } pub fn from_viewport_and_override( viewport: Option<&Self>, main_pass_resolution_override: Option<&MainPassResolutionOverride>, ) -> Option<Self> { if let Some(override_size) = main_pass_resolution_override { let mut vp = viewport.map_or_else(Self::default, Self::clone); vp.physical_size = **override_size; Some(vp) } else { viewport.cloned() } } } /// Override the resolution a 3d camera's main pass is rendered at. /// /// Does not affect post processing. /// /// ## Usage /// /// * Insert this component on a 3d camera entity in the render world. /// * The resolution override must be smaller than the camera's viewport size. /// * The resolution override is specified in physical pixels. /// * In shaders, use `View::main_pass_viewport` instead of `View::viewport`. #[derive(Component, Reflect, Deref, Debug)] #[reflect(Component)] pub struct MainPassResolutionOverride(pub UVec2); /// Settings to define a camera sub view. /// /// When [`Camera::sub_camera_view`] is `Some`, only the sub-section of the /// image defined by `size` and `offset` (relative to the `full_size` of the /// whole image) is projected to the cameras viewport. /// /// Take the example of the following multi-monitor setup: /// ```css /// ┌───┬───┐ /// │ A │ B │ /// ├───┼───┤ /// │ C │ D │ /// └───┴───┘ /// ``` /// If each monitor is 1920x1080, the whole image will have a resolution of /// 3840x2160. For each monitor we can use a single camera with a viewport of /// the same size as the monitor it corresponds to. To ensure that the image is /// cohesive, we can use a different sub view on each camera: /// - Camera A: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 0,0 /// - Camera B: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 1920,0 /// - Camera C: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 0,1080 /// - Camera D: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = /// 1920,1080 /// /// However since only the ratio between the values is important, they could all /// be divided by 120 and still produce the same image. Camera D would for /// example have the following values: /// `full_size` = 32x18, `size` = 16x9, `offset` = 16,9 #[derive(Debug, Clone, Copy, Reflect, PartialEq)] #[reflect(Clone, PartialEq, Default)] pub struct SubCameraView { /// Size of the entire camera view pub full_size: UVec2, /// Offset of the sub camera pub offset: Vec2, /// Size of the sub camera pub size: UVec2, } impl Default for SubCameraView { fn default() -> Self { Self { full_size: UVec2::new(1, 1), offset: Vec2::new(0., 0.), size: UVec2::new(1, 1), } } } /// Information about the current [`RenderTarget`]. #[derive(Debug, Clone)] pub struct RenderTargetInfo { /// The physical size of this render target (in physical pixels, ignoring scale factor). pub physical_size: UVec2, /// The scale factor of this render target. /// /// When rendering to a window, typically it is a value greater or equal than 1.0, /// representing the ratio between the size of the window in physical pixels and the logical size of the window. pub scale_factor: f32, } impl Default for RenderTargetInfo { fn default() -> Self { Self { physical_size: Default::default(), scale_factor: 1., } } } /// Holds internally computed [`Camera`] values. #[derive(Default, Debug, Clone)] pub struct ComputedCameraValues { pub clip_from_view: Mat4, pub target_info: Option<RenderTargetInfo>, // size of the `Viewport` pub old_viewport_size: Option<UVec2>, pub old_sub_camera_view: Option<SubCameraView>, } /// How much energy a [`Camera3d`](crate::Camera3d) absorbs from incoming light. /// /// <https://en.wikipedia.org/wiki/Exposure_(photography)> #[derive(Component, Clone, Copy, Reflect)] #[reflect(opaque)] #[reflect(Component, Default, Clone)] pub struct Exposure { /// <https://en.wikipedia.org/wiki/Exposure_value#Tabulated_exposure_values> pub ev100: f32, } impl Exposure { pub const SUNLIGHT: Self = Self { ev100: Self::EV100_SUNLIGHT, }; pub const OVERCAST: Self = Self { ev100: Self::EV100_OVERCAST, }; pub const INDOOR: Self = Self { ev100: Self::EV100_INDOOR, }; /// This value was calibrated to match Blender's implicit/default exposure as closely as possible. /// It also happens to be a reasonable default. /// /// See <https://github.com/bevyengine/bevy/issues/11577> for details. pub const BLENDER: Self = Self { ev100: Self::EV100_BLENDER, }; pub const EV100_SUNLIGHT: f32 = 15.0; pub const EV100_OVERCAST: f32 = 12.0; pub const EV100_INDOOR: f32 = 7.0; /// This value was calibrated to match Blender's implicit/default exposure as closely as possible. /// It also happens to be a reasonable default. /// /// See <https://github.com/bevyengine/bevy/issues/11577> for details. pub const EV100_BLENDER: f32 = 9.7; pub fn from_physical_camera(physical_camera_parameters: PhysicalCameraParameters) -> Self { Self { ev100: physical_camera_parameters.ev100(), } } /// Converts EV100 values to exposure values. /// <https://google.github.io/filament/Filament.md.html#imagingpipeline/physicallybasedcamera/exposure> #[inline] pub fn exposure(&self) -> f32 { ops::exp2(-self.ev100) / 1.2 } } impl Default for Exposure { fn default() -> Self { Self::BLENDER } } /// Parameters based on physical camera characteristics for calculating EV100 /// values for use with [`Exposure`]. This is also used for depth of field. #[derive(Clone, Copy)] pub struct PhysicalCameraParameters { /// <https://en.wikipedia.org/wiki/F-number> pub aperture_f_stops: f32, /// <https://en.wikipedia.org/wiki/Shutter_speed> pub shutter_speed_s: f32, /// <https://en.wikipedia.org/wiki/Film_speed> pub sensitivity_iso: f32, /// The height of the [image sensor format] in meters. /// /// Focal length is derived from the FOV and this value. The default is /// 18.66mm, matching the [Super 35] format, which is popular in cinema. /// /// [image sensor format]: https://en.wikipedia.org/wiki/Image_sensor_format /// /// [Super 35]: https://en.wikipedia.org/wiki/Super_35 pub sensor_height: f32, } impl PhysicalCameraParameters { /// Calculate the [EV100](https://en.wikipedia.org/wiki/Exposure_value). pub fn ev100(&self) -> f32 { ops::log2( self.aperture_f_stops * self.aperture_f_stops * 100.0 / (self.shutter_speed_s * self.sensitivity_iso), ) } } impl Default for PhysicalCameraParameters { fn default() -> Self { Self { aperture_f_stops: 1.0, shutter_speed_s: 1.0 / 125.0, sensitivity_iso: 100.0, sensor_height: 0.01866, } } } /// Error returned when a conversion between world-space and viewport-space coordinates fails. /// /// See [`world_to_viewport`][Camera::world_to_viewport] and [`viewport_to_world`][Camera::viewport_to_world]. #[derive(Debug, Eq, PartialEq, Copy, Clone, Error)] pub enum ViewportConversionError { /// The pre-computed size of the viewport was not available. /// /// This may be because the `Camera` was just created and `camera_system` has not been executed /// yet, or because the [`RenderTarget`] is misconfigured in one of the following ways: /// - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none, /// - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component, /// - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle), /// - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle). #[error("pre-computed size of viewport not available")] NoViewportSize, /// The computed coordinate was beyond the `Camera`'s near plane. /// /// Only applicable when converting from world-space to viewport-space. #[error("computed coordinate beyond `Camera`'s near plane")] PastNearPlane, /// The computed coordinate was beyond the `Camera`'s far plane. /// /// Only applicable when converting from world-space to viewport-space. #[error("computed coordinate beyond `Camera`'s far plane")] PastFarPlane, /// The Normalized Device Coordinates could not be computed because the `camera_transform`, the /// `world_position`, or the projection matrix defined by [`Projection`](super::projection::Projection) /// contained `NAN` (see [`world_to_ndc`][Camera::world_to_ndc] and [`ndc_to_world`][Camera::ndc_to_world]). #[error("found NaN while computing NDC")] InvalidData, } /// The defining [`Component`] for camera entities, /// storing information about how and what to render through this camera. /// /// The [`Camera`] component is added to an entity to define the properties of the viewpoint from /// which rendering occurs. It defines the position of the view to render, the projection method /// to transform the 3D objects into a 2D image, as well as the render target into which that image /// is produced. /// /// Note that a [`Camera`] needs a `CameraRenderGraph` to render anything. /// This is typically provided by adding a [`Camera2d`] or [`Camera3d`] component, /// but custom render graphs can also be defined. Inserting a [`Camera`] with no render /// graph will emit an error at runtime. /// /// [`Camera2d`]: crate::Camera2d /// [`Camera3d`]: crate::Camera3d #[derive(Component, Debug, Reflect, Clone)] #[reflect(Component, Default, Debug, Clone)] #[require( Frustum, CameraMainTextureUsages, VisibleEntities, Transform, Visibility, RenderTarget )] pub struct Camera { /// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`]. pub viewport: Option<Viewport>, /// Cameras with a higher order are rendered later, and thus on top of lower order cameras. pub order: isize, /// If this is set to `true`, this camera will be rendered to its specified [`RenderTarget`]. If `false`, this /// camera will not be rendered. pub is_active: bool, /// Computed values for this camera, such as the projection matrix and the render target size. #[reflect(ignore, clone)] pub computed: ComputedCameraValues, // todo: reflect this when #6042 lands /// The [`CameraOutputMode`] for this camera. pub output_mode: CameraOutputMode, /// Controls when MSAA writeback occurs for this camera. /// See [`MsaaWriteback`] for available options. pub msaa_writeback: MsaaWriteback, /// The clear color operation to perform on the render target. pub clear_color: ClearColorConfig, /// Whether to switch culling mode so that materials that request backface /// culling cull front faces, and vice versa. /// /// This is typically used for cameras that mirror the world that they /// render across a plane, because doing that flips the winding of each /// polygon. /// /// This setting doesn't affect materials that disable backface culling. pub invert_culling: bool, /// If set, this camera will be a sub camera of a large view, defined by a [`SubCameraView`]. pub sub_camera_view: Option<SubCameraView>, } impl Default for Camera { fn default() -> Self { Self { is_active: true, order: 0, viewport: None, computed: Default::default(), output_mode: Default::default(), msaa_writeback: MsaaWriteback::default(), clear_color: Default::default(), invert_culling: false, sub_camera_view: None, } } } impl Camera { /// Converts a physical size in this `Camera` to a logical size. #[inline] pub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2> { let scale = self.computed.target_info.as_ref()?.scale_factor; Some(physical_size.as_vec2() / scale) } /// The rendered physical bounds [`URect`] of the camera. If the `viewport` field is /// set to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to /// the full physical rect of the current [`RenderTarget`]. #[inline] pub fn physical_viewport_rect(&self) -> Option<URect> { let min = self .viewport .as_ref() .map(|v| v.physical_position) .unwrap_or(UVec2::ZERO); let max = min + self.physical_viewport_size()?; Some(URect { min, max }) } /// The rendered logical bounds [`Rect`] of the camera. If the `viewport` field is set to /// [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the /// full logical rect of the current [`RenderTarget`]. #[inline] pub fn logical_viewport_rect(&self) -> Option<Rect> { let URect { min, max } = self.physical_viewport_rect()?; Some(Rect { min: self.to_logical(min)?, max: self.to_logical(max)?, }) } /// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this /// will be the size of that custom viewport. Otherwise it will default to the full logical size /// of the current [`RenderTarget`]. /// For logic that requires the full logical size of the /// [`RenderTarget`], prefer [`Camera::logical_target_size`]. /// /// Returns `None` if either: /// - the function is called just after the `Camera` is created, before `camera_system` is executed, /// - the [`RenderTarget`] isn't correctly set: /// - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none, /// - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component, /// - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle), /// - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle). #[inline] pub fn logical_viewport_size(&self) -> Option<Vec2> { self.viewport .as_ref() .and_then(|v| self.to_logical(v.physical_size)) .or_else(|| self.logical_target_size()) } /// The physical size of this camera's viewport (in physical pixels). /// If the `viewport` field is set to [`Some`], this /// will be the size of that custom viewport. Otherwise it will default to the full physical size of /// the current [`RenderTarget`]. /// For logic that requires the full physical size of the [`RenderTarget`], prefer [`Camera::physical_target_size`]. #[inline] pub fn physical_viewport_size(&self) -> Option<UVec2> { self.viewport .as_ref() .map(|v| v.physical_size) .or_else(|| self.physical_target_size()) } /// The full logical size of this camera's [`RenderTarget`], ignoring custom `viewport` configuration. /// Note that if the `viewport` field is [`Some`], this will not represent the size of the rendered area. /// For logic that requires the size of the actually rendered area, prefer [`Camera::logical_viewport_size`]. #[inline] pub fn logical_target_size(&self) -> Option<Vec2> { self.computed .target_info .as_ref() .and_then(|t| self.to_logical(t.physical_size)) } /// The full physical size of this camera's [`RenderTarget`] (in physical pixels), /// ignoring custom `viewport` configuration. /// Note that if the `viewport` field is [`Some`], this will not represent the size of the rendered area. /// For logic that requires the size of the actually rendered area, prefer [`Camera::physical_viewport_size`]. #[inline] pub fn physical_target_size(&self) -> Option<UVec2> { self.computed.target_info.as_ref().map(|t| t.physical_size) } #[inline] pub fn target_scaling_factor(&self) -> Option<f32> { self.computed .target_info .as_ref() .map(|t: &RenderTargetInfo| t.scale_factor) } /// The projection matrix computed using this camera's [`Projection`](super::projection::Projection). #[inline] pub fn clip_from_view(&self) -> Mat4 { self.computed.clip_from_view } /// Core conversion logic to compute viewport coordinates /// /// This function is shared by `world_to_viewport` and `world_to_viewport_with_depth` /// to avoid code duplication. /// /// Returns a tuple `(viewport_position, depth)`. fn world_to_viewport_core( &self, camera_transform: &GlobalTransform, world_position: Vec3, ) -> Result<(Vec2, f32), ViewportConversionError> { let target_rect = self .logical_viewport_rect() .ok_or(ViewportConversionError::NoViewportSize)?; let mut ndc_space_coords = self .world_to_ndc(camera_transform, world_position) .ok_or(ViewportConversionError::InvalidData)?; // NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space if ndc_space_coords.z < 0.0 { return Err(ViewportConversionError::PastFarPlane); } if ndc_space_coords.z > 1.0 { return Err(ViewportConversionError::PastNearPlane); } let depth = ndc_space_coords.z; // Flip the Y co-ordinate origin from the bottom to the top. ndc_space_coords.y = -ndc_space_coords.y; // Once in NDC space, we can discard the z element and map x/y to the viewport rect let viewport_position = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_rect.size() + target_rect.min; Ok((viewport_position, depth)) } /// Given a position in world space, use the camera to compute the viewport-space coordinates. /// /// To get the coordinates in Normalized Device Coordinates, you should use /// [`world_to_ndc`](Self::world_to_ndc). /// /// # Panics /// /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN` /// (see [`world_to_ndc`][Self::world_to_ndc]). #[doc(alias = "world_to_screen")] pub fn world_to_viewport( &self, camera_transform: &GlobalTransform, world_position: Vec3, ) -> Result<Vec2, ViewportConversionError> { Ok(self .world_to_viewport_core(camera_transform, world_position)? .0) } /// Given a position in world space, use the camera to compute the viewport-space coordinates and depth. /// /// To get the coordinates in Normalized Device Coordinates, you should use /// [`world_to_ndc`](Self::world_to_ndc). /// /// # Panics /// /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN` /// (see [`world_to_ndc`][Self::world_to_ndc]). #[doc(alias = "world_to_screen_with_depth")] pub fn world_to_viewport_with_depth( &self, camera_transform: &GlobalTransform, world_position: Vec3, ) -> Result<Vec3, ViewportConversionError> { let result = self.world_to_viewport_core(camera_transform, world_position)?; // Stretching ndc depth to value via near plane and negating result to be in positive room again. let depth = -self.depth_ndc_to_view_z(result.1); Ok(result.0.extend(depth)) } /// Returns a ray originating from the camera, that passes through everything beyond `viewport_position`. /// /// The resulting ray starts on the near plane of the camera. /// /// If the camera's projection is orthographic the direction of the ray is always equal to `camera_transform.forward()`. /// /// To get the world space coordinates with Normalized Device Coordinates, you should use /// [`ndc_to_world`](Self::ndc_to_world). /// /// # Example /// ```no_run /// # use bevy_window::Window; /// # use bevy_ecs::prelude::{Single, IntoScheduleConfigs}; /// # use bevy_transform::prelude::{GlobalTransform, TransformSystems}; /// # use bevy_camera::Camera; /// # use bevy_app::{App, PostUpdate}; /// # /// fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) { /// let (camera, camera_transform) = *camera_query; /// /// if let Some(cursor_position) = window.cursor_position() /// // Calculate a ray pointing from the camera into the world based on the cursor's position. /// && let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) /// { /// println!("{ray:?}"); /// } /// } /// /// # let mut app = App::new(); /// // Run the system after transform propagation so the camera's global transform is up-to-date. /// app.add_systems(PostUpdate, system.after(TransformSystems::Propagate)); /// ``` /// /// # Panics /// /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world). pub fn viewport_to_world( &self, camera_transform: &GlobalTransform, viewport_position: Vec2, ) -> Result<Ray3d, ViewportConversionError> { let ndc_xy = self.viewport_to_ndc(viewport_position)?; let ndc_point_near = ndc_xy.extend(1.0).into(); // Using EPSILON because an ndc with Z = 0 returns NaNs. let ndc_point_far = ndc_xy.extend(f32::EPSILON).into(); let view_from_clip = self.computed.clip_from_view.inverse(); let world_from_view = camera_transform.affine(); // We multiply the point by `view_from_clip` and then `world_from_view` in sequence to avoid the precision loss // (and performance penalty) incurred by pre-composing an affine transform with a projective transform. // Additionally, we avoid adding and subtracting translation to the direction component to maintain precision. let view_point_near = view_from_clip.project_point3a(ndc_point_near); let view_point_far = view_from_clip.project_point3a(ndc_point_far); let view_dir = view_point_far - view_point_near; let origin = world_from_view.transform_point3a(view_point_near).into(); let direction = world_from_view.transform_vector3a(view_dir).into(); // The fallible direction constructor ensures that direction isn't NaN. Dir3::new(direction) .map_err(|_| ViewportConversionError::InvalidData) .map(|direction| Ray3d { origin, direction }) } /// Returns a 2D world position computed from a position on this [`Camera`]'s viewport. /// /// Useful for 2D cameras and other cameras with an orthographic projection pointing along the Z axis. /// /// To get the world space coordinates with Normalized Device Coordinates, you should use /// [`ndc_to_world`](Self::ndc_to_world). /// /// # Example /// ```no_run /// # use bevy_window::Window; /// # use bevy_ecs::prelude::*; /// # use bevy_transform::prelude::{GlobalTransform, TransformSystems}; /// # use bevy_camera::Camera; /// # use bevy_app::{App, PostUpdate}; /// # /// fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) { /// let (camera, camera_transform) = *camera_query; /// /// if let Some(cursor_position) = window.cursor_position() /// // Calculate a world position based on the cursor's position. /// && let Ok(world_pos) = camera.viewport_to_world_2d(camera_transform, cursor_position) /// { /// println!("World position: {world_pos:.2}"); /// } /// } /// /// # let mut app = App::new(); /// // Run the system after transform propagation so the camera's global transform is up-to-date. /// app.add_systems(PostUpdate, system.after(TransformSystems::Propagate)); /// ``` /// /// # Panics /// /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world). pub fn viewport_to_world_2d( &self, camera_transform: &GlobalTransform, viewport_position: Vec2, ) -> Result<Vec2, ViewportConversionError> { let ndc = self.viewport_to_ndc(viewport_position)?; let world_near_plane = self .ndc_to_world(camera_transform, ndc.extend(1.)) .ok_or(ViewportConversionError::InvalidData)?; Ok(world_near_plane.truncate()) } /// Given a point in world space, use the camera's viewport to compute the Normalized Device Coordinates of the point. /// /// When the point is within the viewport the values returned will be between -1.0 (bottom left) and 1.0 (top right) /// on the X and Y axes, and between 0.0 (far) and 1.0 (near) on the Z axis. /// To get the coordinates in the render target's viewport dimensions, you should use /// [`world_to_viewport`](Self::world_to_viewport). /// /// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by /// [`Projection`](super::projection::Projection) contain `NAN`. /// /// # Panics /// /// Will panic if the `camera_transform` contains `NAN` and the `glam_assert` feature is enabled. pub fn world_to_ndc<V: Into<Vec3A> + From<Vec3A>>( &self, camera_transform: &GlobalTransform, world_point: V, ) -> Option<V> { let view_from_world = camera_transform.affine().inverse(); let view_point = view_from_world.transform_point3a(world_point.into()); let ndc_point = self.computed.clip_from_view.project_point3a(view_point); (!ndc_point.is_nan()).then_some(ndc_point.into()) } /// Given a position in Normalized Device Coordinates, /// use the camera's viewport to compute the world space position. /// /// The input is expected to be in NDC: `x` and `y` in the range `[-1.0, 1.0]`, and `z` in `[0.0, 1.0]` /// (with `z = 0.0` at the far plane and `z = 1.0` at the near plane). /// The returned value is a position in world space (your game's world units) and is not limited to `[-1.0, 1.0]`. /// To convert from a viewport position to world space, you should use /// [`viewport_to_world`](Self::viewport_to_world). /// /// Returns `None` if the `camera_transform`, the `ndc_point`, or the projection matrix defined by /// [`Projection`](super::projection::Projection) contain `NAN`. /// /// # Panics /// /// Will panic if the projection matrix is invalid (has a determinant of 0) and `glam_assert` is enabled. pub fn ndc_to_world<V: Into<Vec3A> + From<Vec3A>>( &self, camera_transform: &GlobalTransform, ndc_point: V, ) -> Option<V> { // We multiply the point by `view_from_clip` and then `world_from_view` in sequence to avoid the precision loss // (and performance penalty) incurred by pre-composing an affine transform with a projective transform. let view_point = self .computed .clip_from_view .inverse() .project_point3a(ndc_point.into()); let world_point = camera_transform.affine().transform_point3a(view_point); (!world_point.is_nan()).then_some(world_point.into()) } /// Converts the depth in Normalized Device Coordinates /// to linear view z for perspective projections. /// /// Note: Depth values in front of the camera will be negative as -z is forward pub fn depth_ndc_to_view_z(&self, ndc_depth: f32) -> f32 { let near = self.clip_from_view().w_axis.z; // [3][2] -near / ndc_depth } /// Converts the depth in Normalized Device Coordinates /// to linear view z for orthographic projections. /// /// Note: Depth values in front of the camera will be negative as -z is forward pub fn depth_ndc_to_view_z_2d(&self, ndc_depth: f32) -> f32 { -(self.clip_from_view().w_axis.z - ndc_depth) / self.clip_from_view().z_axis.z // [3][2] [2][2] } /// Converts a position in viewport coordinates to NDC. pub fn viewport_to_ndc( &self, viewport_position: Vec2, ) -> Result<Vec2, ViewportConversionError> { let target_rect = self .logical_viewport_rect() .ok_or(ViewportConversionError::NoViewportSize)?; let rect_relative = (viewport_position - target_rect.min) / target_rect.size(); let mut ndc = rect_relative * 2. - Vec2::ONE; // Flip the Y co-ordinate from the top to the bottom to enter NDC. ndc.y = -ndc.y; Ok(ndc) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/components.rs
crates/bevy_camera/src/components.rs
use crate::{primitives::Frustum, Camera, CameraProjection, OrthographicProjection, Projection}; use bevy_ecs::prelude::*; use bevy_reflect::{std_traits::ReflectDefault, Reflect, ReflectDeserialize, ReflectSerialize}; use bevy_transform::prelude::{GlobalTransform, Transform}; use serde::{Deserialize, Serialize}; use wgpu_types::{LoadOp, TextureUsages}; /// A 2D camera component. Enables the 2D render graph for a [`Camera`]. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] #[require( Camera, Projection::Orthographic(OrthographicProjection::default_2d()), Frustum = OrthographicProjection::default_2d().compute_frustum(&GlobalTransform::from(Transform::default())), )] pub struct Camera2d; /// A 3D camera component. Enables the main 3D render graph for a [`Camera`]. /// /// The camera coordinate space is right-handed X-right, Y-up, Z-back. /// This means "forward" is -Z. #[derive(Component, Reflect, Clone)] #[reflect(Component, Default, Clone)] #[require(Camera, Projection)] pub struct Camera3d { /// The depth clear operation to perform for the main 3d pass. pub depth_load_op: Camera3dDepthLoadOp, /// The texture usages for the depth texture created for the main 3d pass. pub depth_texture_usages: Camera3dDepthTextureUsage, /// How many individual steps should be performed in the `Transmissive3d` pass. /// /// Roughly corresponds to how many “layers of transparency” are rendered for screen space /// specular transmissive objects. Each step requires making one additional /// texture copy, so it's recommended to keep this number to a reasonably low value. Defaults to `1`. /// /// ### Notes /// /// - No copies will be performed if there are no transmissive materials currently being rendered, /// regardless of this setting. /// - Setting this to `0` disables the screen-space refraction effect entirely, and falls /// back to refracting only the environment map light's texture. /// - If set to more than `0`, any opaque [`clear_color`](Camera::clear_color) will obscure the environment /// map light's texture, preventing it from being visible “through” transmissive materials. If you'd like /// to still have the environment map show up in your refractions, you can set the clear color's alpha to `0.0`. /// Keep in mind that depending on the platform and your window settings, this may cause the window to become /// transparent. pub screen_space_specular_transmission_steps: usize, /// The quality of the screen space specular transmission blur effect, applied to whatever's “behind” transmissive /// objects when their `roughness` is greater than `0.0`. /// /// Higher qualities are more GPU-intensive. /// /// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin` pub screen_space_specular_transmission_quality: ScreenSpaceTransmissionQuality, } impl Default for Camera3d { fn default() -> Self { Self { depth_load_op: Default::default(), depth_texture_usages: TextureUsages::RENDER_ATTACHMENT.into(), screen_space_specular_transmission_steps: 1, screen_space_specular_transmission_quality: Default::default(), } } } #[derive(Clone, Copy, Reflect, Serialize, Deserialize)] #[reflect(Serialize, Deserialize, Clone)] pub struct Camera3dDepthTextureUsage(pub u32); impl From<TextureUsages> for Camera3dDepthTextureUsage { fn from(value: TextureUsages) -> Self { Self(value.bits()) } } impl From<Camera3dDepthTextureUsage> for TextureUsages { fn from(value: Camera3dDepthTextureUsage) -> Self { Self::from_bits_truncate(value.0) } } /// The depth clear operation to perform for the main 3d pass. #[derive(Reflect, Serialize, Deserialize, Clone, Debug)] #[reflect(Serialize, Deserialize, Clone, Default)] pub enum Camera3dDepthLoadOp { /// Clear with a specified value. /// Note that 0.0 is the far plane due to bevy's use of reverse-z projections. Clear(f32), /// Load from memory. Load, } impl Default for Camera3dDepthLoadOp { fn default() -> Self { Camera3dDepthLoadOp::Clear(0.0) } } impl From<Camera3dDepthLoadOp> for LoadOp<f32> { fn from(config: Camera3dDepthLoadOp) -> Self { match config { Camera3dDepthLoadOp::Clear(x) => LoadOp::Clear(x), Camera3dDepthLoadOp::Load => LoadOp::Load, } } } /// The quality of the screen space transmission blur effect, applied to whatever's “behind” transmissive /// objects when their `roughness` is greater than `0.0`. /// /// Higher qualities are more GPU-intensive. /// /// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin` #[derive(Resource, Default, Clone, Copy, Reflect, PartialEq, PartialOrd, Debug)] #[reflect(Resource, Default, Clone, Debug, PartialEq)] pub enum ScreenSpaceTransmissionQuality { /// Best performance at the cost of quality. Suitable for lower end GPUs. (e.g. Mobile) /// /// `num_taps` = 4 Low, /// A balanced option between quality and performance. /// /// `num_taps` = 8 #[default] Medium, /// Better quality. Suitable for high end GPUs. (e.g. Desktop) /// /// `num_taps` = 16 High, /// The highest quality, suitable for non-realtime rendering. (e.g. Pre-rendered cinematics and photo mode) /// /// `num_taps` = 32 Ultra, }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/clear_color.rs
crates/bevy_camera/src/clear_color.rs
use bevy_color::Color; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::prelude::*; use bevy_reflect::prelude::*; use derive_more::derive::From; use serde::{Deserialize, Serialize}; /// For a camera, specifies the color used to clear the viewport /// [before rendering](crate::camera::Camera::clear_color) /// or when [writing to the final render target texture](crate::camera::Camera::output_mode). #[derive(Reflect, Serialize, Deserialize, Copy, Clone, Debug, Default, From)] #[reflect(Serialize, Deserialize, Default, Clone)] pub enum ClearColorConfig { /// The clear color is taken from the world's [`ClearColor`] resource. #[default] Default, /// The given clear color is used, overriding the [`ClearColor`] resource defined in the world. Custom(Color), /// No clear color is used: the camera will simply draw on top of anything already in the viewport. /// /// This can be useful when multiple cameras are rendering to the same viewport. None, } /// Controls when MSAA writeback occurs for a camera. /// /// MSAA writeback copies the previous camera's output into the MSAA sampled texture before /// rendering, allowing multiple cameras to layer their results when MSAA is enabled. #[derive(Reflect, Serialize, Deserialize, Copy, Clone, Debug, Default, PartialEq, Eq)] #[reflect(Serialize, Deserialize, Default, Clone)] pub enum MsaaWriteback { /// Never perform MSAA writeback for this camera. Off, /// Perform MSAA writeback only when this camera is not the first one rendering to the target. /// This is the default behavior - the first camera has nothing to write back. #[default] Auto, /// Always perform MSAA writeback, even if this is the first camera rendering to the target. /// This is useful when content has been written directly to the main texture (e.g., via /// `write_texture`) and needs to be preserved through the MSAA render pass. Always, } /// A [`Resource`] that stores the default color that cameras use to clear the screen between frames. /// /// This color appears as the "background" color for simple apps, /// when there are portions of the screen with nothing rendered. /// /// Individual cameras may use [`Camera.clear_color`] to specify a different /// clear color or opt out of clearing their viewport. /// /// [`Camera.clear_color`]: crate::camera::Camera::clear_color #[derive(Resource, Clone, Debug, Deref, DerefMut, Reflect)] #[reflect(Resource, Default, Debug, Clone)] pub struct ClearColor(pub Color); /// Match the dark gray bevy website code block color by default. impl Default for ClearColor { fn default() -> Self { Self(Color::srgb_u8(43, 44, 47)) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/visibility/range.rs
crates/bevy_camera/src/visibility/range.rs
//! Specific distances from the camera in which entities are visible, also known //! as *hierarchical levels of detail* or *HLOD*s. use core::{ hash::{Hash, Hasher}, ops::Range, }; use bevy_app::{App, Plugin, PostUpdate}; use bevy_ecs::{ component::Component, entity::{Entity, EntityHashMap}, query::With, reflect::ReflectComponent, resource::Resource, schedule::IntoScheduleConfigs as _, system::{Local, Query, ResMut}, }; use bevy_math::FloatOrd; use bevy_reflect::Reflect; use bevy_transform::components::GlobalTransform; use bevy_utils::Parallel; use super::{check_visibility, VisibilitySystems}; use crate::{camera::Camera, primitives::Aabb}; /// A plugin that enables [`VisibilityRange`]s, which allow entities to be /// hidden or shown based on distance to the camera. pub struct VisibilityRangePlugin; impl Plugin for VisibilityRangePlugin { fn build(&self, app: &mut App) { app.init_resource::<VisibleEntityRanges>().add_systems( PostUpdate, check_visibility_ranges .in_set(VisibilitySystems::CheckVisibility) .before(check_visibility), ); } } /// Specifies the range of distances that this entity must be from the camera in /// order to be rendered. /// /// This is also known as *hierarchical level of detail* or *HLOD*. /// /// Use this component when you want to render a high-polygon mesh when the /// camera is close and a lower-polygon mesh when the camera is far away. This /// is a common technique for improving performance, because fine details are /// hard to see in a mesh at a distance. To avoid an artifact known as *popping* /// between levels, each level has a *margin*, within which the object /// transitions gradually from invisible to visible using a dithering effect. /// /// You can also use this feature to replace multiple meshes with a single mesh /// when the camera is distant. This is the reason for the term "*hierarchical* /// level of detail". Reducing the number of meshes can be useful for reducing /// drawcall count. Note that you must place the [`VisibilityRange`] component /// on each entity you want to be part of a LOD group, as [`VisibilityRange`] /// isn't automatically propagated down to children. /// /// A typical use of this feature might look like this: /// /// | Entity | `start_margin` | `end_margin` | /// |-------------------------|----------------|--------------| /// | Root | N/A | N/A | /// | ├─ High-poly mesh | [0, 0) | [20, 25) | /// | ├─ Low-poly mesh | [20, 25) | [70, 75) | /// | └─ Billboard *imposter* | [70, 75) | [150, 160) | /// /// With this setup, the user will see a high-poly mesh when the camera is /// closer than 20 units. As the camera zooms out, between 20 units to 25 units, /// the high-poly mesh will gradually fade to a low-poly mesh. When the camera /// is 70 to 75 units away, the low-poly mesh will fade to a single textured /// quad. And between 150 and 160 units, the object fades away entirely. Note /// that the `end_margin` of a higher LOD is always identical to the /// `start_margin` of the next lower LOD; this is important for the crossfade /// effect to function properly. #[derive(Component, Clone, PartialEq, Default, Reflect)] #[reflect(Component, PartialEq, Hash, Clone)] pub struct VisibilityRange { /// The range of distances, in world units, between which this entity will /// smoothly fade into view as the camera zooms out. /// /// If the start and end of this range are identical, the transition will be /// abrupt, with no crossfading. /// /// `start_margin.end` must be less than or equal to `end_margin.start`. pub start_margin: Range<f32>, /// The range of distances, in world units, between which this entity will /// smoothly fade out of view as the camera zooms out. /// /// If the start and end of this range are identical, the transition will be /// abrupt, with no crossfading. /// /// `end_margin.start` must be greater than or equal to `start_margin.end`. pub end_margin: Range<f32>, /// If set to true, Bevy will use the center of the axis-aligned bounding /// box ([`Aabb`]) as the position of the mesh for the purposes of /// visibility range computation. /// /// Otherwise, if this field is set to false, Bevy will use the origin of /// the mesh as the mesh's position. /// /// Usually you will want to leave this set to false, because different LODs /// may have different AABBs, and smooth crossfades between LOD levels /// require that all LODs of a mesh be at *precisely* the same position. If /// you aren't using crossfading, however, and your meshes aren't centered /// around their origins, then this flag may be useful. pub use_aabb: bool, } impl Eq for VisibilityRange {} impl Hash for VisibilityRange { fn hash<H>(&self, state: &mut H) where H: Hasher, { FloatOrd(self.start_margin.start).hash(state); FloatOrd(self.start_margin.end).hash(state); FloatOrd(self.end_margin.start).hash(state); FloatOrd(self.end_margin.end).hash(state); } } impl VisibilityRange { /// Creates a new *abrupt* visibility range, with no crossfade. /// /// There will be no crossfade; the object will immediately vanish if the /// camera is closer than `start` units or farther than `end` units from the /// model. /// /// The `start` value must be less than or equal to the `end` value. #[inline] pub fn abrupt(start: f32, end: f32) -> Self { Self { start_margin: start..start, end_margin: end..end, use_aabb: false, } } /// Returns true if both the start and end transitions for this range are /// abrupt: that is, there is no crossfading. #[inline] pub fn is_abrupt(&self) -> bool { self.start_margin.start == self.start_margin.end && self.end_margin.start == self.end_margin.end } /// Returns true if the object will be visible at all, given a camera /// `camera_distance` units away. /// /// Any amount of visibility, even with the heaviest dithering applied, is /// considered visible according to this check. #[inline] pub fn is_visible_at_all(&self, camera_distance: f32) -> bool { camera_distance >= self.start_margin.start && camera_distance < self.end_margin.end } /// Returns true if the object is completely invisible, given a camera /// `camera_distance` units away. /// /// This is equivalent to `!VisibilityRange::is_visible_at_all()`. #[inline] pub fn is_culled(&self, camera_distance: f32) -> bool { !self.is_visible_at_all(camera_distance) } } /// Stores which entities are in within the [`VisibilityRange`]s of views. /// /// This doesn't store the results of frustum or occlusion culling; use /// [`ViewVisibility`](`super::ViewVisibility`) for that. Thus entities in this list may not /// actually be visible. /// /// For efficiency, these tables only store entities that have /// [`VisibilityRange`] components. Entities without such a component won't be /// in these tables at all. /// /// The table is indexed by entity and stores a 32-bit bitmask with one bit for /// each camera, where a 0 bit corresponds to "out of range" and a 1 bit /// corresponds to "in range". Hence it's limited to storing information for 32 /// views. #[derive(Resource, Default)] pub struct VisibleEntityRanges { /// Stores which bit index each view corresponds to. views: EntityHashMap<u8>, /// Stores a bitmask in which each view has a single bit. /// /// A 0 bit for a view corresponds to "out of range"; a 1 bit corresponds to /// "in range". entities: EntityHashMap<u32>, } impl VisibleEntityRanges { /// Clears out the [`VisibleEntityRanges`] in preparation for a new frame. fn clear(&mut self) { self.views.clear(); self.entities.clear(); } /// Returns true if the entity is in range of the given camera. /// /// This only checks [`VisibilityRange`]s and doesn't perform any frustum or /// occlusion culling. Thus the entity might not *actually* be visible. /// /// The entity is assumed to have a [`VisibilityRange`] component. If the /// entity doesn't have that component, this method will return false. #[inline] pub fn entity_is_in_range_of_view(&self, entity: Entity, view: Entity) -> bool { let Some(visibility_bitmask) = self.entities.get(&entity) else { return false; }; let Some(view_index) = self.views.get(&view) else { return false; }; (visibility_bitmask & (1 << view_index)) != 0 } /// Returns true if the entity is in range of any view. /// /// This only checks [`VisibilityRange`]s and doesn't perform any frustum or /// occlusion culling. Thus the entity might not *actually* be visible. /// /// The entity is assumed to have a [`VisibilityRange`] component. If the /// entity doesn't have that component, this method will return false. #[inline] pub fn entity_is_in_range_of_any_view(&self, entity: Entity) -> bool { self.entities.contains_key(&entity) } } /// Checks all entities against all views in order to determine which entities /// with [`VisibilityRange`]s are potentially visible. /// /// This only checks distance from the camera and doesn't frustum or occlusion /// cull. pub fn check_visibility_ranges( mut visible_entity_ranges: ResMut<VisibleEntityRanges>, view_query: Query<(Entity, &GlobalTransform), With<Camera>>, mut par_local: Local<Parallel<Vec<(Entity, u32)>>>, entity_query: Query<(Entity, &GlobalTransform, Option<&Aabb>, &VisibilityRange)>, ) { visible_entity_ranges.clear(); // Early out if the visibility range feature isn't in use. if entity_query.is_empty() { return; } // Assign an index to each view. let mut views = vec![]; for (view, view_transform) in view_query.iter().take(32) { let view_index = views.len() as u8; visible_entity_ranges.views.insert(view, view_index); views.push((view, view_transform.translation_vec3a())); } // Check each entity/view pair. Only consider entities with // [`VisibilityRange`] components. entity_query.par_iter().for_each( |(entity, entity_transform, maybe_model_aabb, visibility_range)| { let mut visibility = 0; for (view_index, &(_, view_position)) in views.iter().enumerate() { // If instructed to use the AABB and the model has one, use its // center as the model position. Otherwise, use the model's // translation. let model_position = match (visibility_range.use_aabb, maybe_model_aabb) { (true, Some(model_aabb)) => entity_transform .affine() .transform_point3a(model_aabb.center), _ => entity_transform.translation_vec3a(), }; if visibility_range.is_visible_at_all((view_position - model_position).length()) { visibility |= 1 << view_index; } } // Invisible entities have no entry at all in the hash map. This speeds // up checks slightly in this common case. if visibility != 0 { par_local.borrow_local_mut().push((entity, visibility)); } }, ); visible_entity_ranges.entities.extend(par_local.drain()); }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/visibility/render_layers.rs
crates/bevy_camera/src/visibility/render_layers.rs
use bevy_ecs::prelude::{Component, ReflectComponent}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use smallvec::SmallVec; pub const DEFAULT_LAYERS: &RenderLayers = &RenderLayers::layer(0); /// An identifier for a rendering layer. pub type Layer = usize; /// Defines which rendering layers an entity belongs to. /// /// A camera renders an entity only when their render layers intersect. /// /// The [`Default`] instance of `RenderLayers` contains layer `0`, the first layer. Entities /// without this component also belong to layer `0`. /// /// An empty `RenderLayers` makes the entity invisible. #[derive(Component, Clone, Reflect, PartialEq, Eq, PartialOrd, Ord)] #[reflect(Component, Default, PartialEq, Debug, Clone)] pub struct RenderLayers(SmallVec<[u64; INLINE_BLOCKS]>); /// The number of memory blocks stored inline const INLINE_BLOCKS: usize = 1; impl Default for &RenderLayers { fn default() -> Self { DEFAULT_LAYERS } } impl core::fmt::Debug for RenderLayers { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { f.debug_tuple("RenderLayers") .field(&self.iter().collect::<Vec<_>>()) .finish() } } impl FromIterator<Layer> for RenderLayers { fn from_iter<T: IntoIterator<Item = Layer>>(i: T) -> Self { i.into_iter().fold(Self::none(), RenderLayers::with) } } impl Default for RenderLayers { /// By default, this structure includes layer `0`, which represents the first layer. /// /// This is distinct from [`RenderLayers::none`], which doesn't belong to any layers. fn default() -> Self { const { Self::layer(0) } } } impl RenderLayers { /// Create a new `RenderLayers` belonging to the given layer. /// /// This `const` constructor is limited to `size_of::<usize>()` layers. /// If you need to support an arbitrary number of layers, use [`with`](RenderLayers::with) /// or [`from_layers`](RenderLayers::from_layers). pub const fn layer(n: Layer) -> Self { let (buffer_index, bit) = Self::layer_info(n); assert!( buffer_index < INLINE_BLOCKS, "layer is out of bounds for const construction" ); let mut buffer = [0; INLINE_BLOCKS]; buffer[buffer_index] = bit; RenderLayers(SmallVec::from_const(buffer)) } /// Create a new `RenderLayers` that belongs to no layers. /// /// This is distinct from [`RenderLayers::default`], which belongs to the first layer. pub const fn none() -> Self { RenderLayers(SmallVec::from_const([0; INLINE_BLOCKS])) } /// Create a `RenderLayers` from a list of layers. pub fn from_layers(layers: &[Layer]) -> Self { layers.iter().copied().collect() } /// Add the given layer. /// /// This may be called multiple times to allow an entity to belong /// to multiple rendering layers. #[must_use] pub fn with(mut self, layer: Layer) -> Self { let (buffer_index, bit) = Self::layer_info(layer); self.extend_buffer(buffer_index + 1); self.0[buffer_index] |= bit; self } /// Removes the given rendering layer. #[must_use] pub fn without(mut self, layer: Layer) -> Self { let (buffer_index, bit) = Self::layer_info(layer); if buffer_index < self.0.len() { self.0[buffer_index] &= !bit; // Drop trailing zero memory blocks. // NOTE: This is not just an optimization, it is necessary for the derived PartialEq impl to be correct. if buffer_index == self.0.len() - 1 { self = self.shrink(); } } self } /// Get an iterator of the layers. pub fn iter(&self) -> impl Iterator<Item = Layer> + '_ { self.0.iter().copied().zip(0..).flat_map(Self::iter_layers) } /// Determine if a `RenderLayers` intersects another. /// /// `RenderLayers`s intersect if they share any common layers. /// /// A `RenderLayers` with no layers will not match any other /// `RenderLayers`, even another with no layers. pub fn intersects(&self, other: &RenderLayers) -> bool { // Check for the common case where the view layer and entity layer // both point towards our default layer. if self.0.as_ptr() == other.0.as_ptr() { return true; } for (self_layer, other_layer) in self.0.iter().zip(other.0.iter()) { if (*self_layer & *other_layer) != 0 { return true; } } false } /// Get the bitmask representation of the contained layers. pub fn bits(&self) -> &[u64] { self.0.as_slice() } const fn layer_info(layer: usize) -> (usize, u64) { let buffer_index = layer / 64; let bit_index = layer % 64; let bit = 1u64 << bit_index; (buffer_index, bit) } fn extend_buffer(&mut self, other_len: usize) { let new_size = core::cmp::max(self.0.len(), other_len); self.0.reserve_exact(new_size - self.0.len()); self.0.resize(new_size, 0u64); } fn iter_layers(buffer_and_offset: (u64, usize)) -> impl Iterator<Item = Layer> + 'static { let (mut buffer, mut layer) = buffer_and_offset; layer *= 64; core::iter::from_fn(move || { if buffer == 0 { return None; } let next = buffer.trailing_zeros() + 1; buffer = buffer.checked_shr(next).unwrap_or(0); layer += next as usize; Some(layer - 1) }) } /// Returns the set of [layers](Layer) shared by two instances of [`RenderLayers`]. /// /// This corresponds to the `self & other` operation. pub fn intersection(&self, other: &Self) -> Self { self.combine_blocks(other, |a, b| a & b).shrink() } /// Returns all [layers](Layer) included in either instance of [`RenderLayers`]. /// /// This corresponds to the `self | other` operation. pub fn union(&self, other: &Self) -> Self { self.combine_blocks(other, |a, b| a | b) // doesn't need to be shrunk, if the inputs are nonzero then the result will be too } /// Returns all [layers](Layer) included in exactly one of the instances of [`RenderLayers`]. /// /// This corresponds to the "exclusive or" (XOR) operation: `self ^ other`. pub fn symmetric_difference(&self, other: &Self) -> Self { self.combine_blocks(other, |a, b| a ^ b).shrink() } /// Deallocates any trailing-zero memory blocks from this instance fn shrink(mut self) -> Self { let mut any_dropped = false; while self.0.len() > INLINE_BLOCKS && self.0.last() == Some(&0) { self.0.pop(); any_dropped = true; } if any_dropped && self.0.len() <= INLINE_BLOCKS { self.0.shrink_to_fit(); } self } /// Creates a new instance of [`RenderLayers`] by applying a function to the memory blocks /// of self and another instance. /// /// If the function `f` might return `0` for non-zero inputs, you should call [`Self::shrink`] /// on the output to ensure that there are no trailing zero memory blocks that would break /// this type's equality comparison. fn combine_blocks(&self, other: &Self, mut f: impl FnMut(u64, u64) -> u64) -> Self { let mut a = self.0.iter(); let mut b = other.0.iter(); let mask = core::iter::from_fn(|| { let a = a.next().copied(); let b = b.next().copied(); if a.is_none() && b.is_none() { return None; } Some(f(a.unwrap_or_default(), b.unwrap_or_default())) }); Self(mask.collect()) } } impl core::ops::BitAnd for RenderLayers { type Output = Self; fn bitand(self, rhs: Self) -> Self::Output { self.intersection(&rhs) } } impl core::ops::BitOr for RenderLayers { type Output = Self; fn bitor(self, rhs: Self) -> Self::Output { self.union(&rhs) } } impl core::ops::BitXor for RenderLayers { type Output = Self; fn bitxor(self, rhs: Self) -> Self::Output { self.symmetric_difference(&rhs) } } #[cfg(test)] mod rendering_mask_tests { use super::{Layer, RenderLayers}; use smallvec::SmallVec; #[test] fn rendering_mask_sanity() { let layer_0 = RenderLayers::layer(0); assert_eq!(layer_0.0.len(), 1, "layer 0 is one buffer"); assert_eq!(layer_0.0[0], 1, "layer 0 is mask 1"); let layer_1 = RenderLayers::layer(1); assert_eq!(layer_1.0.len(), 1, "layer 1 is one buffer"); assert_eq!(layer_1.0[0], 2, "layer 1 is mask 2"); let layer_0_1 = RenderLayers::layer(0).with(1); assert_eq!(layer_0_1.0.len(), 1, "layer 0 + 1 is one buffer"); assert_eq!(layer_0_1.0[0], 3, "layer 0 + 1 is mask 3"); let layer_0_1_without_0 = layer_0_1.without(0); assert_eq!( layer_0_1_without_0.0.len(), 1, "layer 0 + 1 - 0 is one buffer" ); assert_eq!(layer_0_1_without_0.0[0], 2, "layer 0 + 1 - 0 is mask 2"); let layer_0_2345 = RenderLayers::layer(0).with(2345); assert_eq!(layer_0_2345.0.len(), 37, "layer 0 + 2345 is 37 buffers"); assert_eq!(layer_0_2345.0[0], 1, "layer 0 + 2345 is mask 1"); assert_eq!( layer_0_2345.0[36], 2199023255552, "layer 0 + 2345 is mask 2199023255552" ); assert!( layer_0_2345.intersects(&layer_0), "layer 0 + 2345 intersects 0" ); assert!( RenderLayers::layer(1).intersects(&RenderLayers::layer(1)), "layers match like layers" ); assert!( RenderLayers::layer(0).intersects(&RenderLayers(SmallVec::from_const([1]))), "a layer of 0 means the mask is just 1 bit" ); assert!( RenderLayers::layer(0) .with(3) .intersects(&RenderLayers::layer(3)), "a mask will match another mask containing any similar layers" ); assert!( RenderLayers::default().intersects(&RenderLayers::default()), "default masks match each other" ); assert!( !RenderLayers::layer(0).intersects(&RenderLayers::layer(1)), "masks with differing layers do not match" ); assert!( !RenderLayers::none().intersects(&RenderLayers::none()), "empty masks don't match" ); assert_eq!( RenderLayers::from_layers(&[0, 2, 16, 30]) .iter() .collect::<Vec<_>>(), vec![0, 2, 16, 30], "from_layers and get_layers should roundtrip" ); assert_eq!( format!("{:?}", RenderLayers::from_layers(&[0, 1, 2, 3])).as_str(), "RenderLayers([0, 1, 2, 3])", "Debug instance shows layers" ); assert_eq!( RenderLayers::from_layers(&[0, 1, 2]), <RenderLayers as FromIterator<Layer>>::from_iter(vec![0, 1, 2]), "from_layers and from_iter are equivalent" ); let tricky_layers = vec![0, 5, 17, 55, 999, 1025, 1026]; let layers = RenderLayers::from_layers(&tricky_layers); let out = layers.iter().collect::<Vec<_>>(); assert_eq!(tricky_layers, out, "tricky layers roundtrip"); } const MANY: RenderLayers = RenderLayers(SmallVec::from_const([u64::MAX])); #[test] fn render_layer_ops() { let a = RenderLayers::from_layers(&[2, 4, 6]); let b = RenderLayers::from_layers(&[1, 2, 3, 4, 5]); assert_eq!( a.clone() | b.clone(), RenderLayers::from_layers(&[1, 2, 3, 4, 5, 6]) ); assert_eq!(a.clone() & b.clone(), RenderLayers::from_layers(&[2, 4])); assert_eq!(a ^ b, RenderLayers::from_layers(&[1, 3, 5, 6])); assert_eq!(RenderLayers::none() & MANY, RenderLayers::none()); assert_eq!(RenderLayers::none() | MANY, MANY); assert_eq!(RenderLayers::none() ^ MANY, MANY); } #[test] fn render_layer_shrink() { // Since it has layers greater than 64, the instance should take up two memory blocks let layers = RenderLayers::from_layers(&[1, 77]); assert!(layers.0.len() == 2); // When excluding that layer, it should drop the extra memory block let layers = layers.without(77); assert!(layers.0.len() == 1); } #[test] fn render_layer_iter_no_overflow() { let layers = RenderLayers::from_layers(&[63]); layers.iter().count(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_camera/src/visibility/mod.rs
crates/bevy_camera/src/visibility/mod.rs
mod range; mod render_layers; use core::any::TypeId; use bevy_ecs::entity::EntityHashMap; use bevy_ecs::lifecycle::HookContext; use bevy_ecs::world::DeferredWorld; use derive_more::derive::{Deref, DerefMut}; pub use range::*; pub use render_layers::*; use bevy_app::{Plugin, PostUpdate}; use bevy_asset::prelude::AssetChanged; use bevy_asset::{AssetEventSystems, Assets}; use bevy_ecs::{hierarchy::validate_parent_has_component, prelude::*}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_transform::{components::GlobalTransform, TransformSystems}; use bevy_utils::{Parallel, TypeIdMap}; use smallvec::SmallVec; use crate::{ camera::Camera, primitives::{Aabb, Frustum, MeshAabb, Sphere}, Projection, }; use bevy_mesh::{mark_3d_meshes_as_changed_if_their_assets_changed, Mesh, Mesh2d, Mesh3d}; #[derive(Component, Default)] pub struct NoCpuCulling; /// User indication of whether an entity is visible. Propagates down the entity hierarchy. /// /// If an entity is hidden in this way, all [`Children`] (and all of their children and so on) who /// are set to [`Inherited`](Self::Inherited) will also be hidden. /// /// This is done by the `visibility_propagate_system` which uses the entity hierarchy and /// `Visibility` to set the values of each entity's [`InheritedVisibility`] component. #[derive(Component, Clone, Copy, Reflect, Debug, PartialEq, Eq, Default)] #[reflect(Component, Default, Debug, PartialEq, Clone)] #[require(InheritedVisibility, ViewVisibility)] pub enum Visibility { /// An entity with `Visibility::Inherited` will inherit the Visibility of its [`ChildOf`] target. /// /// A root-level entity that is set to `Inherited` will be visible. #[default] Inherited, /// An entity with `Visibility::Hidden` will be unconditionally hidden. Hidden, /// An entity with `Visibility::Visible` will be unconditionally visible. /// /// Note that an entity with `Visibility::Visible` will be visible regardless of whether the /// [`ChildOf`] target entity is hidden. Visible, } impl Visibility { /// Toggles between `Visibility::Inherited` and `Visibility::Visible`. /// If the value is `Visibility::Hidden`, it remains unaffected. #[inline] pub fn toggle_inherited_visible(&mut self) { *self = match *self { Visibility::Inherited => Visibility::Visible, Visibility::Visible => Visibility::Inherited, _ => *self, }; } /// Toggles between `Visibility::Inherited` and `Visibility::Hidden`. /// If the value is `Visibility::Visible`, it remains unaffected. #[inline] pub fn toggle_inherited_hidden(&mut self) { *self = match *self { Visibility::Inherited => Visibility::Hidden, Visibility::Hidden => Visibility::Inherited, _ => *self, }; } /// Toggles between `Visibility::Visible` and `Visibility::Hidden`. /// If the value is `Visibility::Inherited`, it remains unaffected. #[inline] pub fn toggle_visible_hidden(&mut self) { *self = match *self { Visibility::Visible => Visibility::Hidden, Visibility::Hidden => Visibility::Visible, _ => *self, }; } } // Allows `&Visibility == Visibility` impl PartialEq<Visibility> for &Visibility { #[inline] fn eq(&self, other: &Visibility) -> bool { // Use the base Visibility == Visibility implementation. <Visibility as PartialEq<Visibility>>::eq(*self, other) } } // Allows `Visibility == &Visibility` impl PartialEq<&Visibility> for Visibility { #[inline] fn eq(&self, other: &&Visibility) -> bool { // Use the base Visibility == Visibility implementation. <Visibility as PartialEq<Visibility>>::eq(self, *other) } } /// Whether or not an entity is visible in the hierarchy. /// This will not be accurate until [`VisibilityPropagate`] runs in the [`PostUpdate`] schedule. /// /// If this is false, then [`ViewVisibility`] should also be false. /// /// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate #[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)] #[reflect(Component, Default, Debug, PartialEq, Clone)] #[component(on_insert = validate_parent_has_component::<Self>)] pub struct InheritedVisibility(bool); impl InheritedVisibility { /// An entity that is invisible in the hierarchy. pub const HIDDEN: Self = Self(false); /// An entity that is visible in the hierarchy. pub const VISIBLE: Self = Self(true); /// Returns `true` if the entity is visible in the hierarchy. /// Otherwise, returns `false`. #[inline] pub fn get(self) -> bool { self.0 } } /// A bucket into which we group entities for the purposes of visibility. /// /// Bevy's various rendering subsystems (3D, 2D, etc.) want to be able to /// quickly winnow the set of entities to only those that the subsystem is /// tasked with rendering, to avoid spending time examining irrelevant entities. /// At the same time, Bevy wants the [`check_visibility`] system to determine /// all entities' visibilities at the same time, regardless of what rendering /// subsystem is responsible for drawing them. Additionally, your application /// may want to add more types of renderable objects that Bevy determines /// visibility for just as it does for Bevy's built-in objects. /// /// The solution to this problem is *visibility classes*. A visibility class is /// a type, typically the type of a component, that represents the subsystem /// that renders it: for example, `Mesh3d`, `Mesh2d`, and `Sprite`. The /// [`VisibilityClass`] component stores the visibility class or classes that /// the entity belongs to. (Generally, an object will belong to only one /// visibility class, but in rare cases it may belong to multiple.) /// /// When adding a new renderable component, you'll typically want to write an /// add-component hook that adds the type ID of that component to the /// [`VisibilityClass`] array. See `custom_phase_item` for an example. /// /// `VisibilityClass` is automatically added by a hook on the `Mesh3d` and /// `Mesh2d` components. To avoid duplicating the `VisibilityClass` and /// causing issues when cloning, we use `#[component(clone_behavior=Ignore)]` // // Note: This can't be a `ComponentId` because the visibility classes are copied // into the render world, and component IDs are per-world. #[derive(Clone, Component, Default, Reflect, Deref, DerefMut)] #[reflect(Component, Default, Clone)] #[component(clone_behavior=Ignore)] pub struct VisibilityClass(pub SmallVec<[TypeId; 1]>); /// Algorithmically computed indication of whether an entity is visible and should be extracted for /// rendering. /// /// Each frame, this will be reset to `false` during [`VisibilityPropagate`] systems in /// [`PostUpdate`]. Later in the frame, systems in [`CheckVisibility`] will mark any visible /// entities using [`ViewVisibility::set`]. Because of this, values of this type will be marked as /// changed every frame, even when they do not change. /// /// If you wish to add a custom visibility system that sets this value, be sure to add it to the /// [`CheckVisibility`] set. /// /// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate /// [`CheckVisibility`]: VisibilitySystems::CheckVisibility #[derive(Component, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)] #[reflect(Component, Default, Debug, PartialEq, Clone)] pub struct ViewVisibility( /// Bit packed booleans to track current and previous view visibility state. /// /// Previous visibility is used as a scratch space to ensure that [`ViewVisibility`] is only /// mutated (triggering change detection) when necessary. /// /// This is needed because an entity might be seen by many views (cameras, lights that cast /// shadows, etc.), so it is easy to know if an entity is visible to something, but hard to know /// if it is *globally* non-visible to any view. To solve this, we track the visibility from the /// previous frame. Then, during the [`VisibilitySystems::CheckVisibility`] system set, systems /// call [`SetViewVisibility::set_visible`] to mark entities as visible. /// /// Finally, we can look for entities that were previously visible but are no longer visible /// and set their current state to hidden, ensuring that we have only triggered change detection /// when necessary. u8, ); impl ViewVisibility { /// An entity that cannot be seen from any views. pub const HIDDEN: Self = Self(0); /// Returns `true` if the entity is visible in any view. /// Otherwise, returns `false`. #[inline] pub fn get(self) -> bool { self.0 & 1 != 0 } /// Returns `true` if this entity was visible in the previous frame but is now hidden. #[inline] fn was_visible_now_hidden(self) -> bool { // The first bit is false (current), and the second bit is true (previous). self.0 == 0b10 } #[inline] fn update(&mut self) { // Copy the first bit (current) to the second bit position (previous) // Clear the second bit, then set it based on the first bit self.0 = (self.0 & !2) | ((self.0 & 1) << 1); } } pub trait SetViewVisibility { /// Sets the visibility to `true` if not already visible, triggering change detection only when /// needed. This should not be considered reversible for a given frame, as this component tracks /// if the entity is visible in _any_ view. /// /// You should only manually set this if you are defining a custom visibility system, /// in which case the system should be placed in the [`CheckVisibility`] set. /// For normal user-defined entity visibility, see [`Visibility`]. /// /// [`CheckVisibility`]: VisibilitySystems::CheckVisibility fn set_visible(&mut self); } impl<'a> SetViewVisibility for Mut<'a, ViewVisibility> { #[inline] fn set_visible(&mut self) { if !self.as_ref().get() { // Set the first bit (current vis) to true self.0 |= 1; } } } /// Use this component to opt-out of built-in frustum culling for entities, see /// [`Frustum`]. /// /// It can be used for example: /// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations, /// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`] /// to appear in the reflection of a [`Mesh`] within. #[derive(Debug, Component, Default, Reflect)] #[reflect(Component, Default, Debug)] pub struct NoFrustumCulling; /// Collection of entities visible from the current view. /// /// This component contains all entities which are visible from the currently /// rendered view. The collection is updated automatically by the [`VisibilitySystems::CheckVisibility`] /// system set. Renderers can use the equivalent `RenderVisibleEntities` to optimize rendering of /// a particular view, to prevent drawing items not visible from that view. /// /// This component is intended to be attached to the same entity as the [`Camera`] and /// the [`Frustum`] defining the view. #[derive(Clone, Component, Default, Debug, Reflect)] #[reflect(Component, Default, Debug, Clone)] pub struct VisibleEntities { #[reflect(ignore, clone)] pub entities: TypeIdMap<Vec<Entity>>, } impl VisibleEntities { pub fn get(&self, type_id: TypeId) -> &[Entity] { match self.entities.get(&type_id) { Some(entities) => &entities[..], None => &[], } } pub fn get_mut(&mut self, type_id: TypeId) -> &mut Vec<Entity> { self.entities.entry(type_id).or_default() } pub fn iter(&self, type_id: TypeId) -> impl DoubleEndedIterator<Item = &Entity> { self.get(type_id).iter() } pub fn len(&self, type_id: TypeId) -> usize { self.get(type_id).len() } pub fn is_empty(&self, type_id: TypeId) -> bool { self.get(type_id).is_empty() } pub fn clear(&mut self, type_id: TypeId) { self.get_mut(type_id).clear(); } pub fn clear_all(&mut self) { // Don't just nuke the hash table; we want to reuse allocations. for entities in self.entities.values_mut() { entities.clear(); } } pub fn push(&mut self, entity: Entity, type_id: TypeId) { self.get_mut(type_id).push(entity); } } /// Collection of mesh entities visible for 3D lighting. /// /// This component contains all mesh entities visible from the current light view. /// The collection is updated automatically by `bevy_pbr::SimulationLightSystems`. #[derive(Component, Clone, Debug, Default, Reflect, Deref, DerefMut)] #[reflect(Component, Debug, Default, Clone)] pub struct VisibleMeshEntities { #[reflect(ignore, clone)] pub entities: Vec<Entity>, } #[derive(Component, Clone, Debug, Default, Reflect)] #[reflect(Component, Debug, Default, Clone)] pub struct CubemapVisibleEntities { #[reflect(ignore, clone)] data: [VisibleMeshEntities; 6], } impl CubemapVisibleEntities { pub fn get(&self, i: usize) -> &VisibleMeshEntities { &self.data[i] } pub fn get_mut(&mut self, i: usize) -> &mut VisibleMeshEntities { &mut self.data[i] } pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleMeshEntities> { self.data.iter() } pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleMeshEntities> { self.data.iter_mut() } } #[derive(Component, Clone, Debug, Default, Reflect)] #[reflect(Component, Default, Clone)] pub struct CascadesVisibleEntities { /// Map of view entity to the visible entities for each cascade frustum. #[reflect(ignore, clone)] pub entities: EntityHashMap<Vec<VisibleMeshEntities>>, } #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum VisibilitySystems { /// Label for the [`calculate_bounds`], `calculate_bounds_2d` and `calculate_bounds_text2d` systems, /// calculating and inserting an [`Aabb`] to relevant entities. CalculateBounds, /// Label for [`update_frusta`] in [`CameraProjectionPlugin`](crate::CameraProjectionPlugin). UpdateFrusta, /// Label for the system propagating the [`InheritedVisibility`] in a /// [`ChildOf`] / [`Children`] hierarchy. VisibilityPropagate, /// Label for the [`check_visibility`] system updating [`ViewVisibility`] /// of each entity and the [`VisibleEntities`] of each view.\ /// /// System order ambiguities between systems in this set are ignored: /// the order of systems within this set is irrelevant, as [`check_visibility`] /// assumes that its operations are irreversible during the frame. CheckVisibility, /// Label for the `mark_newly_hidden_entities_invisible` system, which sets /// [`ViewVisibility`] to [`ViewVisibility::HIDDEN`] for entities that no /// view has marked as visible. MarkNewlyHiddenEntitiesInvisible, } pub struct VisibilityPlugin; impl Plugin for VisibilityPlugin { fn build(&self, app: &mut bevy_app::App) { use VisibilitySystems::*; app.register_required_components::<Mesh3d, Visibility>() .register_required_components::<Mesh3d, VisibilityClass>() .register_required_components::<Mesh2d, Visibility>() .register_required_components::<Mesh2d, VisibilityClass>() .configure_sets( PostUpdate, (UpdateFrusta, VisibilityPropagate) .before(CheckVisibility) .after(TransformSystems::Propagate), ) .configure_sets( PostUpdate, MarkNewlyHiddenEntitiesInvisible.after(CheckVisibility), ) .configure_sets( PostUpdate, (CalculateBounds) .before(CheckVisibility) .after(TransformSystems::Propagate) .after(AssetEventSystems) .ambiguous_with(CalculateBounds) .ambiguous_with(mark_3d_meshes_as_changed_if_their_assets_changed), ) .add_systems( PostUpdate, ( calculate_bounds.in_set(CalculateBounds), (visibility_propagate_system, reset_view_visibility) .in_set(VisibilityPropagate), check_visibility.in_set(CheckVisibility), mark_newly_hidden_entities_invisible.in_set(MarkNewlyHiddenEntitiesInvisible), ), ); app.world_mut() .register_component_hooks::<Mesh3d>() .on_add(add_visibility_class::<Mesh3d>); app.world_mut() .register_component_hooks::<Mesh2d>() .on_add(add_visibility_class::<Mesh2d>); } } /// Add this component to an entity to prevent its `AABB` from being automatically recomputed. /// /// This is useful if entities are already spawned with a correct `Aabb` component, or you have /// many entities and want to avoid the cost of table scans searching for entities that need to have /// their AABB recomputed. #[derive(Component, Clone, Debug, Default, Reflect)] pub struct NoAutoAabb; /// Computes and adds an [`Aabb`] component to entities with a /// [`Mesh3d`] component and without a [`NoFrustumCulling`] component. /// /// This system is used in system set [`VisibilitySystems::CalculateBounds`]. pub fn calculate_bounds( mut commands: Commands, meshes: Res<Assets<Mesh>>, new_aabb: Query< (Entity, &Mesh3d), ( Without<Aabb>, Without<NoFrustumCulling>, Without<NoAutoAabb>, ), >, mut update_aabb: Query< (&Mesh3d, &mut Aabb), ( Or<(AssetChanged<Mesh3d>, Changed<Mesh3d>)>, Without<NoFrustumCulling>, Without<NoAutoAabb>, ), >, ) { for (entity, mesh_handle) in &new_aabb { if let Some(mesh) = meshes.get(mesh_handle) && let Some(aabb) = mesh.compute_aabb() { commands.entity(entity).try_insert(aabb); } } update_aabb .par_iter_mut() .for_each(|(mesh_handle, mut old_aabb)| { if let Some(aabb) = meshes.get(mesh_handle).and_then(MeshAabb::compute_aabb) { *old_aabb = aabb; } }); } /// Updates [`Frustum`]. /// /// This system is used in [`CameraProjectionPlugin`](crate::CameraProjectionPlugin). pub fn update_frusta( mut views: Query< (&GlobalTransform, &Projection, &mut Frustum), Or<(Changed<GlobalTransform>, Changed<Projection>)>, >, ) { for (transform, projection, mut frustum) in &mut views { *frustum = projection.compute_frustum(transform); } } fn visibility_propagate_system( changed: Query< (Entity, &Visibility, Option<&ChildOf>, Option<&Children>), ( With<InheritedVisibility>, Or<(Changed<Visibility>, Changed<ChildOf>)>, ), >, mut visibility_query: Query<(&Visibility, &mut InheritedVisibility)>, children_query: Query<&Children, (With<Visibility>, With<InheritedVisibility>)>, ) { for (entity, visibility, child_of, children) in &changed { let is_visible = match visibility { Visibility::Visible => true, Visibility::Hidden => false, // fall back to true if no parent is found or parent lacks components Visibility::Inherited => child_of .and_then(|c| visibility_query.get(c.parent()).ok()) .is_none_or(|(_, x)| x.get()), }; let (_, mut inherited_visibility) = visibility_query .get_mut(entity) .expect("With<InheritedVisibility> ensures this query will return a value"); // Only update the visibility if it has changed. // This will also prevent the visibility from propagating multiple times in the same frame // if this entity's visibility has been updated recursively by its parent. if inherited_visibility.get() != is_visible { inherited_visibility.0 = is_visible; // Recursively update the visibility of each child. for &child in children.into_iter().flatten() { let _ = propagate_recursive(is_visible, child, &mut visibility_query, &children_query); } } } } fn propagate_recursive( parent_is_visible: bool, entity: Entity, visibility_query: &mut Query<(&Visibility, &mut InheritedVisibility)>, children_query: &Query<&Children, (With<Visibility>, With<InheritedVisibility>)>, // BLOCKED: https://github.com/rust-lang/rust/issues/31436 // We use a result here to use the `?` operator. Ideally we'd use a try block instead ) -> Result<(), ()> { // Get the visibility components for the current entity. // If the entity does not have the required components, just return early. let (visibility, mut inherited_visibility) = visibility_query.get_mut(entity).map_err(drop)?; let is_visible = match visibility { Visibility::Visible => true, Visibility::Hidden => false, Visibility::Inherited => parent_is_visible, }; // Only update the visibility if it has changed. if inherited_visibility.get() != is_visible { inherited_visibility.0 = is_visible; // Recursively update the visibility of each child. for &child in children_query.get(entity).ok().into_iter().flatten() { let _ = propagate_recursive(is_visible, child, visibility_query, children_query); } } Ok(()) } /// Track entities that were visible last frame, used to granularly update [`ViewVisibility`] this /// frame without spurious `Change` detecation. fn reset_view_visibility(mut query: Query<&mut ViewVisibility>) { query.par_iter_mut().for_each(|mut view_visibility| { view_visibility.bypass_change_detection().update(); }); } /// System updating the visibility of entities each frame. /// /// The system is part of the [`VisibilitySystems::CheckVisibility`] set. Each /// frame, it updates the [`ViewVisibility`] of all entities, and for each view /// also compute the [`VisibleEntities`] for that view. /// /// To ensure that an entity is checked for visibility, make sure that it has a /// [`VisibilityClass`] component and that that component is nonempty. pub fn check_visibility( mut thread_queues: Local<Parallel<TypeIdMap<Vec<Entity>>>>, mut view_query: Query<( Entity, &mut VisibleEntities, &Frustum, Option<&RenderLayers>, &Camera, Has<NoCpuCulling>, )>, mut visible_aabb_query: Query<( Entity, &InheritedVisibility, &mut ViewVisibility, Option<&VisibilityClass>, Option<&RenderLayers>, Option<&Aabb>, &GlobalTransform, Has<NoFrustumCulling>, Has<VisibilityRange>, )>, visible_entity_ranges: Option<Res<VisibleEntityRanges>>, ) { let visible_entity_ranges = visible_entity_ranges.as_deref(); for (view, mut visible_entities, frustum, maybe_view_mask, camera, no_cpu_culling) in &mut view_query { if !camera.is_active { continue; } let view_mask = maybe_view_mask.unwrap_or_default(); visible_aabb_query.par_iter_mut().for_each_init( || thread_queues.borrow_local_mut(), |queue, query_item| { let ( entity, inherited_visibility, mut view_visibility, visibility_class, maybe_entity_mask, maybe_model_aabb, transform, no_frustum_culling, has_visibility_range, ) = query_item; // Skip computing visibility for entities that are configured to be hidden. // ViewVisibility has already been reset in `reset_view_visibility`. if !inherited_visibility.get() { return; } let entity_mask = maybe_entity_mask.unwrap_or_default(); if !view_mask.intersects(entity_mask) { return; } // If outside of the visibility range, cull. if has_visibility_range && visible_entity_ranges.is_some_and(|visible_entity_ranges| { !visible_entity_ranges.entity_is_in_range_of_view(entity, view) }) { return; } // If we have an aabb, do frustum culling if !no_frustum_culling && !no_cpu_culling && let Some(model_aabb) = maybe_model_aabb { let world_from_local = transform.affine(); let model_sphere = Sphere { center: world_from_local.transform_point3a(model_aabb.center), radius: transform.radius_vec3a(model_aabb.half_extents), }; // Do quick sphere-based frustum culling if !frustum.intersects_sphere(&model_sphere, false) { return; } // Do aabb-based frustum culling if !frustum.intersects_obb(model_aabb, &world_from_local, true, false) { return; } } view_visibility.set_visible(); // The visibility class may be None here because AABB gizmos can be enabled via // config without a renderable component being added to the entity. This workaround // allows view visibility to be set for entities without a renderable component, but // still need to render gizmos. if let Some(visibility_class) = visibility_class { // Add the entity to the queue for all visibility classes the entity is in. for visibility_class_id in visibility_class.iter() { queue.entry(*visibility_class_id).or_default().push(entity); } } }, ); visible_entities.clear_all(); // Drain all the thread queues into the `visible_entities` list. for class_queues in thread_queues.iter_mut() { for (class, entities) in class_queues { visible_entities.get_mut(*class).append(entities); } } } } /// The last step in the visibility pipeline. Looks at entities that were visible last frame but not /// marked as visible this frame and marks them as hidden by setting the [`ViewVisibility`]. This /// process is needed to ensure we only trigger change detection on [`ViewVisibility`] when needed. fn mark_newly_hidden_entities_invisible(mut view_visibilities: Query<&mut ViewVisibility>) { view_visibilities .par_iter_mut() .for_each(|mut view_visibility| { if view_visibility.as_ref().was_visible_now_hidden() { *view_visibility = ViewVisibility::HIDDEN; } }); } /// A generic component add hook that automatically adds the appropriate /// [`VisibilityClass`] to an entity. /// /// This can be handy when creating custom renderable components. To use this /// hook, add it to your renderable component like this: /// /// ```ignore /// #[derive(Component)] /// #[component(on_add = add_visibility_class::<MyComponent>)] /// struct MyComponent { /// ... /// } /// ``` pub fn add_visibility_class<C>( mut world: DeferredWorld<'_>, HookContext { entity, .. }: HookContext, ) where C: 'static, { if let Some(mut visibility_class) = world.get_mut::<VisibilityClass>(entity) { visibility_class.push(TypeId::of::<C>()); } } #[cfg(test)] mod test { use super::*; use bevy_app::prelude::*; #[test] fn visibility_propagation() { let mut app = App::new(); app.add_systems(Update, visibility_propagate_system); let root1 = app.world_mut().spawn(Visibility::Hidden).id(); let root1_child1 = app.world_mut().spawn(Visibility::default()).id(); let root1_child2 = app.world_mut().spawn(Visibility::Hidden).id(); let root1_child1_grandchild1 = app.world_mut().spawn(Visibility::default()).id(); let root1_child2_grandchild1 = app.world_mut().spawn(Visibility::default()).id(); app.world_mut() .entity_mut(root1) .add_children(&[root1_child1, root1_child2]); app.world_mut() .entity_mut(root1_child1) .add_children(&[root1_child1_grandchild1]); app.world_mut() .entity_mut(root1_child2) .add_children(&[root1_child2_grandchild1]); let root2 = app.world_mut().spawn(Visibility::default()).id(); let root2_child1 = app.world_mut().spawn(Visibility::default()).id(); let root2_child2 = app.world_mut().spawn(Visibility::Hidden).id(); let root2_child1_grandchild1 = app.world_mut().spawn(Visibility::default()).id(); let root2_child2_grandchild1 = app.world_mut().spawn(Visibility::default()).id(); app.world_mut() .entity_mut(root2) .add_children(&[root2_child1, root2_child2]); app.world_mut() .entity_mut(root2_child1) .add_children(&[root2_child1_grandchild1]); app.world_mut() .entity_mut(root2_child2) .add_children(&[root2_child2_grandchild1]); app.update(); let is_visible = |e: Entity| { app.world() .entity(e) .get::<InheritedVisibility>() .unwrap() .get() }; assert!( !is_visible(root1), "invisibility propagates down tree from root" ); assert!( !is_visible(root1_child1), "invisibility propagates down tree from root" ); assert!( !is_visible(root1_child2), "invisibility propagates down tree from root" ); assert!( !is_visible(root1_child1_grandchild1), "invisibility propagates down tree from root" ); assert!( !is_visible(root1_child2_grandchild1), "invisibility propagates down tree from root" ); assert!( is_visible(root2), "visibility propagates down tree from root" ); assert!( is_visible(root2_child1), "visibility propagates down tree from root" ); assert!( !is_visible(root2_child2), "visibility propagates down tree from root, but local invisibility is preserved" ); assert!( is_visible(root2_child1_grandchild1), "visibility propagates down tree from root" ); assert!( !is_visible(root2_child2_grandchild1), "child's invisibility propagates down to grandchild" ); } #[test] fn test_visibility_propagation_on_parent_change() { // Setup the world and schedule let mut app = App::new(); app.add_systems(Update, visibility_propagate_system); // Create entities with visibility and hierarchy let parent1 = app.world_mut().spawn((Visibility::Hidden,)).id(); let parent2 = app.world_mut().spawn((Visibility::Visible,)).id(); let child1 = app.world_mut().spawn((Visibility::Inherited,)).id(); let child2 = app.world_mut().spawn((Visibility::Inherited,)).id(); // Build hierarchy app.world_mut() .entity_mut(parent1) .add_children(&[child1, child2]); // Run the system initially to set up visibility app.update(); // Change parent visibility to Hidden app.world_mut() .entity_mut(parent2) .insert(Visibility::Visible); // Simulate a change in the parent component app.world_mut().entity_mut(child2).insert(ChildOf(parent2)); // example of changing parent // Run the system again to propagate changes app.update(); let is_visible = |e: Entity| { app.world() .entity(e)
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/lib.rs
crates/bevy_core_pipeline/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] #![forbid(unsafe_code)] #![cfg_attr(docsrs, feature(doc_cfg))] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] pub mod blit; pub mod core_2d; pub mod core_3d; pub mod deferred; pub mod fullscreen_material; pub mod mip_generation; pub mod oit; pub mod prepass; pub mod tonemapping; pub mod upscaling; pub use fullscreen_vertex_shader::FullscreenShader; pub use skybox::Skybox; mod fullscreen_vertex_shader; mod skybox; use crate::{ blit::BlitPlugin, core_2d::Core2dPlugin, core_3d::Core3dPlugin, deferred::copy_lighting_id::CopyDeferredLightingIdPlugin, mip_generation::MipGenerationPlugin, tonemapping::TonemappingPlugin, upscaling::UpscalingPlugin, }; use bevy_app::{App, Plugin}; use bevy_asset::embedded_asset; use bevy_render::RenderApp; use oit::OrderIndependentTransparencyPlugin; #[derive(Default)] pub struct CorePipelinePlugin; impl Plugin for CorePipelinePlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "fullscreen_vertex_shader/fullscreen.wgsl"); app.add_plugins((Core2dPlugin, Core3dPlugin, CopyDeferredLightingIdPlugin)) .add_plugins(( BlitPlugin, TonemappingPlugin, UpscalingPlugin, OrderIndependentTransparencyPlugin, MipGenerationPlugin, )); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.init_resource::<FullscreenShader>(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/fullscreen_material.rs
crates/bevy_core_pipeline/src/fullscreen_material.rs
//! This is mostly a pluginified version of the `custom_post_processing` example //! //! The plugin will create a new node that runs a fullscreen triangle. //! //! Users need to use the [`FullscreenMaterial`] trait to define the parameters like the graph label or the graph ordering. use core::any::type_name; use core::marker::PhantomData; use crate::{core_2d::graph::Core2d, core_3d::graph::Core3d, FullscreenShader}; use bevy_app::{App, Plugin}; use bevy_asset::AssetServer; use bevy_camera::{Camera2d, Camera3d}; use bevy_ecs::{ component::Component, entity::Entity, query::{Added, Has, QueryItem}, resource::Resource, system::{Commands, Res}, world::{FromWorld, World}, }; use bevy_image::BevyDefault; use bevy_render::{ extract_component::{ ComponentUniforms, DynamicUniformIndex, ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin, }, render_graph::{ InternedRenderLabel, InternedRenderSubGraph, NodeRunError, RenderGraph, RenderGraphContext, RenderGraphError, RenderGraphExt, RenderLabel, ViewNode, ViewNodeRunner, }, render_resource::{ binding_types::{sampler, texture_2d, uniform_buffer}, encase::internal::WriteInto, BindGroupEntries, BindGroupLayoutDescriptor, BindGroupLayoutEntries, CachedRenderPipelineId, ColorTargetState, ColorWrites, FragmentState, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDescriptor, RenderPipelineDescriptor, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, ShaderType, TextureFormat, TextureSampleType, }, renderer::{RenderContext, RenderDevice}, view::ViewTarget, ExtractSchedule, MainWorld, RenderApp, RenderStartup, }; use bevy_shader::ShaderRef; use bevy_utils::default; use tracing::warn; #[derive(Default)] pub struct FullscreenMaterialPlugin<T: FullscreenMaterial> { _marker: PhantomData<T>, } impl<T: FullscreenMaterial> Plugin for FullscreenMaterialPlugin<T> { fn build(&self, app: &mut App) { app.add_plugins(( ExtractComponentPlugin::<T>::default(), UniformComponentPlugin::<T>::default(), )); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.add_systems(RenderStartup, init_pipeline::<T>); if let Some(sub_graph) = T::sub_graph() { render_app.add_render_graph_node::<ViewNodeRunner<FullscreenMaterialNode<T>>>( sub_graph, T::node_label(), ); // We can't use add_render_graph_edges because it doesn't accept a Vec<RenderLabel> if let Some(mut render_graph) = render_app.world_mut().get_resource_mut::<RenderGraph>() && let Some(graph) = render_graph.get_sub_graph_mut(sub_graph) { for window in T::node_edges().windows(2) { let [a, b] = window else { break; }; let Err(err) = graph.try_add_node_edge(*a, *b) else { continue; }; match err { // Already existing edges are very easy to produce with this api // and shouldn't cause a panic RenderGraphError::EdgeAlreadyExists(_) => {} _ => panic!("{err:?}"), } } } else { warn!("Failed to add edges for FullscreenMaterial"); }; } else { // If there was no sub_graph specified we try to determine the graph based on the camera // it gets added to. render_app.add_systems(ExtractSchedule, extract_on_add::<T>); } } } fn extract_on_add<T: FullscreenMaterial>(world: &mut World) { world.resource_scope::<MainWorld, ()>(|world, mut main_world| { // Extract the material from the main world let mut query = main_world.query_filtered::<(Entity, Has<Camera3d>, Has<Camera2d>), Added<T>>(); // Create the node and add it to the render graph world.resource_scope::<RenderGraph, ()>(|world, mut render_graph| { for (_entity, is_3d, is_2d) in query.iter(&main_world) { let graph = if is_3d && let Some(graph) = render_graph.get_sub_graph_mut(Core3d) { graph } else if is_2d && let Some(graph) = render_graph.get_sub_graph_mut(Core2d) { graph } else { warn!("FullscreenMaterial was added to an entity that isn't a camera"); continue; }; let node = ViewNodeRunner::<FullscreenMaterialNode<T>>::from_world(world); graph.add_node(T::node_label(), node); for window in T::node_edges().windows(2) { let [a, b] = window else { break; }; let Err(err) = graph.try_add_node_edge(*a, *b) else { continue; }; match err { // Already existing edges are very easy to produce with this api // and shouldn't cause a panic RenderGraphError::EdgeAlreadyExists(_) => {} _ => panic!("{err:?}"), } } } }); }); } /// A trait to define a material that will render to the entire screen using a fullscrene triangle pub trait FullscreenMaterial: Component + ExtractComponent + Clone + Copy + ShaderType + WriteInto + Default { /// The shader that will run on the entire screen using a fullscreen triangle fn fragment_shader() -> ShaderRef; /// The list of `node_edges`. In 3d, for a post processing effect, it would look like this: /// /// ```compile_fail /// # use bevy_core_pipeline::core_3d::graph::Node3d; /// # use bevy_render::render_graph::RenderLabel; /// vec![ /// Node3d::Tonemapping.intern(), /// // Self::sub_graph().intern(), // <--- your own label here /// Node3d::EndMainPassPostProcessing.intern(), /// ] /// ``` /// /// This tell the render graph to run your fullscreen effect after the tonemapping pass but /// before the end of post processing. For 2d, it would be the same but using Node2d. You can /// specify any edges you want but make sure to include your own label. fn node_edges() -> Vec<InternedRenderLabel>; /// The [`bevy_render::render_graph::RenderSubGraph`] the effect will run in /// /// For 2d this is generally [`crate::core_2d::graph::Core2d`] and for 3d it's /// [`crate::core_3d::graph::Core3d`] fn sub_graph() -> Option<InternedRenderSubGraph> { None } /// The label used to represent the render node that will run the pass fn node_label() -> impl RenderLabel { FullscreenMaterialLabel(type_name::<Self>()) } } #[derive(Debug, Hash, PartialEq, Eq, Clone)] struct FullscreenMaterialLabel(&'static str); impl RenderLabel for FullscreenMaterialLabel where Self: 'static + Send + Sync + Clone + Eq + ::core::fmt::Debug + ::core::hash::Hash, { fn dyn_clone(&self) -> Box<dyn RenderLabel> { Box::new(::core::clone::Clone::clone(self)) } } #[derive(Resource)] struct FullscreenMaterialPipeline { layout: BindGroupLayoutDescriptor, sampler: Sampler, pipeline_id: CachedRenderPipelineId, pipeline_id_hdr: CachedRenderPipelineId, } fn init_pipeline<T: FullscreenMaterial>( mut commands: Commands, render_device: Res<RenderDevice>, asset_server: Res<AssetServer>, fullscreen_shader: Res<FullscreenShader>, pipeline_cache: Res<PipelineCache>, ) { let layout = BindGroupLayoutDescriptor::new( "post_process_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( // The screen texture texture_2d(TextureSampleType::Float { filterable: true }), // The sampler that will be used to sample the screen texture sampler(SamplerBindingType::Filtering), // We use a uniform buffer so users can pass some data to the effect // Eventually we should just use a separate bind group for user data uniform_buffer::<T>(true), ), ), ); let sampler = render_device.create_sampler(&SamplerDescriptor::default()); let shader = match T::fragment_shader() { ShaderRef::Default => { // TODO not sure what an actual fallback should be. An empty shader or output a solid // color to indicate a missing shader? unimplemented!( "FullscreenMaterial::fragment_shader() must not return ShaderRef::Default" ) } ShaderRef::Handle(handle) => handle, ShaderRef::Path(path) => asset_server.load(path), }; // Setup a fullscreen triangle for the vertex state. let vertex_state = fullscreen_shader.to_vertex_state(); let mut desc = RenderPipelineDescriptor { label: Some("post_process_pipeline".into()), layout: vec![layout.clone()], vertex: vertex_state, fragment: Some(FragmentState { shader, targets: vec![Some(ColorTargetState { format: TextureFormat::bevy_default(), blend: None, write_mask: ColorWrites::ALL, })], ..default() }), ..default() }; let pipeline_id = pipeline_cache.queue_render_pipeline(desc.clone()); desc.fragment.as_mut().unwrap().targets[0] .as_mut() .unwrap() .format = ViewTarget::TEXTURE_FORMAT_HDR; let pipeline_id_hdr = pipeline_cache.queue_render_pipeline(desc); commands.insert_resource(FullscreenMaterialPipeline { layout, sampler, pipeline_id, pipeline_id_hdr, }); } #[derive(Default)] struct FullscreenMaterialNode<T: FullscreenMaterial> { _marker: PhantomData<T>, } impl<T: FullscreenMaterial> ViewNode for FullscreenMaterialNode<T> { // TODO we should expose the depth buffer and the gbuffer if using deferred type ViewQuery = (&'static ViewTarget, &'static DynamicUniformIndex<T>); fn run<'w>( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, settings_index): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let fullscreen_pipeline = world.resource::<FullscreenMaterialPipeline>(); let pipeline_cache = world.resource::<PipelineCache>(); let pipeline_id = if view_target.is_hdr() { fullscreen_pipeline.pipeline_id_hdr } else { fullscreen_pipeline.pipeline_id }; let Some(pipeline) = pipeline_cache.get_render_pipeline(pipeline_id) else { return Ok(()); }; let data_uniforms = world.resource::<ComponentUniforms<T>>(); let Some(settings_binding) = data_uniforms.uniforms().binding() else { return Ok(()); }; let post_process = view_target.post_process_write(); let bind_group = render_context.render_device().create_bind_group( "post_process_bind_group", &pipeline_cache.get_bind_group_layout(&fullscreen_pipeline.layout), &BindGroupEntries::sequential(( post_process.source, &fullscreen_pipeline.sampler, settings_binding.clone(), )), ); let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("post_process_pass"), color_attachments: &[Some(RenderPassColorAttachment { view: post_process.destination, depth_slice: None, resolve_target: None, ops: Operations::default(), })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); render_pass.set_render_pipeline(pipeline); render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]); render_pass.draw(0..3, 0..1); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/prepass/node.rs
crates/bevy_core_pipeline/src/prepass/node.rs
use bevy_camera::{MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, experimental::occlusion_culling::OcclusionCulling, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_phase::{TrackedRenderPass, ViewBinnedRenderPhases}, render_resource::{CommandEncoderDescriptor, PipelineCache, RenderPassDescriptor, StoreOp}, renderer::RenderContext, view::{ExtractedView, NoIndirectDrawing, ViewDepthTexture, ViewUniformOffset}, }; use tracing::error; #[cfg(feature = "trace")] use tracing::info_span; use crate::skybox::prepass::{RenderSkyboxPrepassPipeline, SkyboxPrepassBindGroup}; use super::{ AlphaMask3dPrepass, DeferredPrepass, Opaque3dPrepass, PreviousViewUniformOffset, ViewPrepassTextures, }; /// The phase of the prepass that draws meshes that were visible last frame. /// /// If occlusion culling isn't in use, this prepass simply draws all meshes. /// /// Like all prepass nodes, this is inserted before the main pass in the render /// graph. #[derive(Default)] pub struct EarlyPrepassNode; impl ViewNode for EarlyPrepassNode { type ViewQuery = <LatePrepassNode as ViewNode>::ViewQuery; fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, view_query: QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { run_prepass(graph, render_context, view_query, world, "early prepass") } } /// The phase of the prepass that runs after occlusion culling against the /// meshes that were visible last frame. /// /// If occlusion culling isn't in use, this is a no-op. /// /// Like all prepass nodes, this is inserted before the main pass in the render /// graph. #[derive(Default)] pub struct LatePrepassNode; impl ViewNode for LatePrepassNode { type ViewQuery = ( ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewDepthTexture, &'static ViewPrepassTextures, &'static ViewUniformOffset, ), ( Option<&'static DeferredPrepass>, Option<&'static RenderSkyboxPrepassPipeline>, Option<&'static SkyboxPrepassBindGroup>, Option<&'static PreviousViewUniformOffset>, Option<&'static MainPassResolutionOverride>, ), ( Has<OcclusionCulling>, Has<NoIndirectDrawing>, Has<DeferredPrepass>, ), ); fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, query: QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { // We only need a late prepass if we have occlusion culling and indirect // drawing. let (_, _, (occlusion_culling, no_indirect_drawing, _)) = query; if !occlusion_culling || no_indirect_drawing { return Ok(()); } run_prepass(graph, render_context, query, world, "late prepass") } } /// Runs a prepass that draws all meshes to the depth buffer, and possibly /// normal and motion vector buffers as well. /// /// If occlusion culling isn't in use, and a prepass is enabled, then there's /// only one prepass. If occlusion culling is in use, then any prepass is split /// into two: an *early* prepass and a *late* prepass. The early prepass draws /// what was visible last frame, and the last prepass performs occlusion culling /// against a conservative hierarchical Z buffer before drawing unoccluded /// meshes. fn run_prepass<'w>( graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, ( (camera, extracted_view, view_depth_texture, view_prepass_textures, view_uniform_offset), ( deferred_prepass, skybox_prepass_pipeline, skybox_prepass_bind_group, view_prev_uniform_offset, resolution_override, ), (_, _, has_deferred), ): QueryItem<'w, '_, <LatePrepassNode as ViewNode>::ViewQuery>, world: &'w World, label: &'static str, ) -> Result<(), NodeRunError> { // If we're using deferred rendering, there will be a deferred prepass // instead of this one. Just bail out so we don't have to bother looking at // the empty bins. if has_deferred { return Ok(()); } let (Some(opaque_prepass_phases), Some(alpha_mask_prepass_phases)) = ( world.get_resource::<ViewBinnedRenderPhases<Opaque3dPrepass>>(), world.get_resource::<ViewBinnedRenderPhases<AlphaMask3dPrepass>>(), ) else { return Ok(()); }; let (Some(opaque_prepass_phase), Some(alpha_mask_prepass_phase)) = ( opaque_prepass_phases.get(&extracted_view.retained_view_entity), alpha_mask_prepass_phases.get(&extracted_view.retained_view_entity), ) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let mut color_attachments = vec![ view_prepass_textures .normal .as_ref() .map(|normals_texture| normals_texture.get_attachment()), view_prepass_textures .motion_vectors .as_ref() .map(|motion_vectors_texture| motion_vectors_texture.get_attachment()), // Use None in place of deferred attachments None, None, ]; // If all color attachments are none: clear the color attachment list so that no fragment shader is required if color_attachments.iter().all(Option::is_none) { color_attachments.clear(); } let depth_stencil_attachment = Some(view_depth_texture.get_attachment(StoreOp::Store)); let view_entity = graph.view_entity(); render_context.add_command_buffer_generation_task(move |render_device| { #[cfg(feature = "trace")] let _prepass_span = info_span!("prepass").entered(); // Command encoder setup let mut command_encoder = render_device.create_command_encoder(&CommandEncoderDescriptor { label: Some("prepass_command_encoder"), }); // Render pass setup let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor { label: Some(label), color_attachments: &color_attachments, depth_stencil_attachment, timestamp_writes: None, occlusion_query_set: None, }); let mut render_pass = TrackedRenderPass::new(&render_device, render_pass); let pass_span = diagnostics.pass_span(&mut render_pass, label); if let Some(viewport) = Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override) { render_pass.set_camera_viewport(&viewport); } // Opaque draws if !opaque_prepass_phase.is_empty() { #[cfg(feature = "trace")] let _opaque_prepass_span = info_span!("opaque_prepass").entered(); if let Err(err) = opaque_prepass_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the opaque prepass phase {err:?}"); } } // Alpha masked draws if !alpha_mask_prepass_phase.is_empty() { #[cfg(feature = "trace")] let _alpha_mask_prepass_span = info_span!("alpha_mask_prepass").entered(); if let Err(err) = alpha_mask_prepass_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the alpha mask prepass phase {err:?}"); } } // Skybox draw using a fullscreen triangle if let ( Some(skybox_prepass_pipeline), Some(skybox_prepass_bind_group), Some(view_prev_uniform_offset), ) = ( skybox_prepass_pipeline, skybox_prepass_bind_group, view_prev_uniform_offset, ) { let pipeline_cache = world.resource::<PipelineCache>(); if let Some(pipeline) = pipeline_cache.get_render_pipeline(skybox_prepass_pipeline.0) { render_pass.set_render_pipeline(pipeline); render_pass.set_bind_group( 0, &skybox_prepass_bind_group.0, &[view_uniform_offset.offset, view_prev_uniform_offset.offset], ); render_pass.draw(0..3, 0..1); } } pass_span.end(&mut render_pass); drop(render_pass); // After rendering to the view depth texture, copy it to the prepass depth texture if deferred isn't going to if deferred_prepass.is_none() && let Some(prepass_depth_texture) = &view_prepass_textures.depth { command_encoder.copy_texture_to_texture( view_depth_texture.texture.as_image_copy(), prepass_depth_texture.texture.texture.as_image_copy(), view_prepass_textures.size, ); } command_encoder.finish() }); Ok(()) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/prepass/mod.rs
crates/bevy_core_pipeline/src/prepass/mod.rs
//! Run a prepass before the main pass to generate depth, normals, and/or motion vectors textures, sometimes called a thin g-buffer. //! These textures are useful for various screen-space effects and reducing overdraw in the main pass. //! //! The prepass only runs for opaque meshes or meshes with an alpha mask. Transparent meshes are ignored. //! //! To enable the prepass, you need to add a prepass component to a [`bevy_camera::Camera3d`]. //! //! [`DepthPrepass`] //! [`NormalPrepass`] //! [`MotionVectorPrepass`] //! //! The textures are automatically added to the default mesh view bindings. You can also get the raw textures //! by querying the [`ViewPrepassTextures`] component on any camera with a prepass component. //! //! The depth prepass will always run and generate the depth buffer as a side effect, but it won't copy it //! to a separate texture unless the [`DepthPrepass`] is activated. This means that if any prepass component is present //! it will always create a depth buffer that will be used by the main pass. //! //! When using the default mesh view bindings you should be able to use `prepass_depth()`, //! `prepass_normal()`, and `prepass_motion_vector()` to load the related textures. //! These functions are defined in `bevy_pbr::prepass_utils`. See the `shader_prepass` example that shows how to use them. //! //! The prepass runs for each `Material`. You can control if the prepass should run per-material by setting the `prepass_enabled` //! flag on the `MaterialPlugin`. //! //! Currently only works for 3D. pub mod node; use core::ops::Range; use crate::deferred::{DEFERRED_LIGHTING_PASS_ID_FORMAT, DEFERRED_PREPASS_FORMAT}; use bevy_asset::UntypedAssetId; use bevy_ecs::prelude::*; use bevy_math::Mat4; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::mesh::allocator::SlabId; use bevy_render::render_phase::PhaseItemBatchSetKey; use bevy_render::sync_world::MainEntity; use bevy_render::{ render_phase::{ BinnedPhaseItem, CachedRenderPipelinePhaseItem, DrawFunctionId, PhaseItem, PhaseItemExtraIndex, }, render_resource::{ CachedRenderPipelineId, ColorTargetState, ColorWrites, DynamicUniformBuffer, Extent3d, ShaderType, TextureFormat, TextureView, }, texture::ColorAttachment, }; pub const NORMAL_PREPASS_FORMAT: TextureFormat = TextureFormat::Rgb10a2Unorm; pub const MOTION_VECTOR_PREPASS_FORMAT: TextureFormat = TextureFormat::Rg16Float; /// If added to a [`bevy_camera::Camera3d`] then depth values will be copied to a separate texture available to the main pass. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] pub struct DepthPrepass; /// If added to a [`bevy_camera::Camera3d`] then vertex world normals will be copied to a separate texture available to the main pass. /// Normals will have normal map textures already applied. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] pub struct NormalPrepass; /// If added to a [`bevy_camera::Camera3d`] then screen space motion vectors will be copied to a separate texture available to the main pass. /// /// Motion vectors are stored in the range -1,1, with +x right and +y down. /// A value of (1.0,1.0) indicates a pixel moved from the top left corner to the bottom right corner of the screen. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] pub struct MotionVectorPrepass; /// If added to a [`bevy_camera::Camera3d`] then deferred materials will be rendered to the deferred gbuffer texture and will be available to subsequent passes. /// Note the default deferred lighting plugin also requires `DepthPrepass` to work correctly. #[derive(Component, Default, Reflect)] #[reflect(Component, Default)] pub struct DeferredPrepass; /// Allows querying the previous frame's [`DepthPrepass`]. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] #[require(DepthPrepass)] pub struct DepthPrepassDoubleBuffer; /// Allows querying the previous frame's [`DeferredPrepass`]. #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] #[require(DeferredPrepass)] pub struct DeferredPrepassDoubleBuffer; /// View matrices from the previous frame. /// /// Useful for temporal rendering techniques that need access to last frame's camera data. #[derive(Component, ShaderType, Clone)] pub struct PreviousViewData { pub view_from_world: Mat4, pub clip_from_world: Mat4, pub clip_from_view: Mat4, pub world_from_clip: Mat4, pub view_from_clip: Mat4, } #[derive(Resource, Default)] pub struct PreviousViewUniforms { pub uniforms: DynamicUniformBuffer<PreviousViewData>, } #[derive(Component)] pub struct PreviousViewUniformOffset { pub offset: u32, } /// Textures that are written to by the prepass. /// /// This component will only be present if any of the relevant prepass components are also present. #[derive(Component)] pub struct ViewPrepassTextures { /// The depth texture generated by the prepass. /// Exists only if [`DepthPrepass`] is added to the [`ViewTarget`](bevy_render::view::ViewTarget) pub depth: Option<ColorAttachment>, /// The normals texture generated by the prepass. /// Exists only if [`NormalPrepass`] is added to the [`ViewTarget`](bevy_render::view::ViewTarget) pub normal: Option<ColorAttachment>, /// The motion vectors texture generated by the prepass. /// Exists only if [`MotionVectorPrepass`] is added to the `ViewTarget` pub motion_vectors: Option<ColorAttachment>, /// The deferred gbuffer generated by the deferred pass. /// Exists only if [`DeferredPrepass`] is added to the `ViewTarget` pub deferred: Option<ColorAttachment>, /// A texture that specifies the deferred lighting pass id for a material. /// Exists only if [`DeferredPrepass`] is added to the `ViewTarget` pub deferred_lighting_pass_id: Option<ColorAttachment>, /// The size of the textures. pub size: Extent3d, } impl ViewPrepassTextures { pub fn depth_view(&self) -> Option<&TextureView> { self.depth.as_ref().map(|t| &t.texture.default_view) } pub fn previous_depth_view(&self) -> Option<&TextureView> { self.depth .as_ref() .and_then(|t| t.previous_frame_texture.as_ref().map(|t| &t.default_view)) } pub fn normal_view(&self) -> Option<&TextureView> { self.normal.as_ref().map(|t| &t.texture.default_view) } pub fn motion_vectors_view(&self) -> Option<&TextureView> { self.motion_vectors .as_ref() .map(|t| &t.texture.default_view) } pub fn deferred_view(&self) -> Option<&TextureView> { self.deferred.as_ref().map(|t| &t.texture.default_view) } pub fn previous_deferred_view(&self) -> Option<&TextureView> { self.deferred .as_ref() .and_then(|t| t.previous_frame_texture.as_ref().map(|t| &t.default_view)) } } /// Opaque phase of the 3D prepass. /// /// Sorted by pipeline, then by mesh to improve batching. /// /// Used to render all 3D meshes with materials that have no transparency. pub struct Opaque3dPrepass { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: OpaqueNoLightmap3dBatchSetKey, /// Information that separates items into bins. pub bin_key: OpaqueNoLightmap3dBinKey, /// An entity from which Bevy fetches data common to all instances in this /// batch, such as the mesh. pub representative_entity: (Entity, MainEntity), pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, } /// Information that must be identical in order to place opaque meshes in the /// same *batch set* in the prepass and deferred pass. /// /// A batch set is a set of batches that can be multi-drawn together, if /// multi-draw is in use. #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct OpaqueNoLightmap3dBatchSetKey { /// The ID of the GPU pipeline. pub pipeline: CachedRenderPipelineId, /// The function used to draw the mesh. pub draw_function: DrawFunctionId, /// The ID of a bind group specific to the material. /// /// In the case of PBR, this is the `MaterialBindGroupIndex`. pub material_bind_group_index: Option<u32>, /// The ID of the slab of GPU memory that contains vertex data. /// /// For non-mesh items, you can fill this with 0 if your items can be /// multi-drawn, or with a unique value if they can't. pub vertex_slab: SlabId, /// The ID of the slab of GPU memory that contains index data, if present. /// /// For non-mesh items, you can safely fill this with `None`. pub index_slab: Option<SlabId>, } impl PhaseItemBatchSetKey for OpaqueNoLightmap3dBatchSetKey { fn indexed(&self) -> bool { self.index_slab.is_some() } } // TODO: Try interning these. /// The data used to bin each opaque 3D object in the prepass and deferred pass. #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct OpaqueNoLightmap3dBinKey { /// The ID of the asset. pub asset_id: UntypedAssetId, } impl PhaseItem for Opaque3dPrepass { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for Opaque3dPrepass { type BatchSetKey = OpaqueNoLightmap3dBatchSetKey; type BinKey = OpaqueNoLightmap3dBinKey; #[inline] fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Opaque3dPrepass { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for Opaque3dPrepass { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } /// Alpha mask phase of the 3D prepass. /// /// Sorted by pipeline, then by mesh to improve batching. /// /// Used to render all meshes with a material with an alpha mask. pub struct AlphaMask3dPrepass { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: OpaqueNoLightmap3dBatchSetKey, /// Information that separates items into bins. pub bin_key: OpaqueNoLightmap3dBinKey, pub representative_entity: (Entity, MainEntity), pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, } impl PhaseItem for AlphaMask3dPrepass { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for AlphaMask3dPrepass { type BatchSetKey = OpaqueNoLightmap3dBatchSetKey; type BinKey = OpaqueNoLightmap3dBinKey; #[inline] fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Self { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for AlphaMask3dPrepass { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } pub fn prepass_target_descriptors( normal_prepass: bool, motion_vector_prepass: bool, deferred_prepass: bool, ) -> Vec<Option<ColorTargetState>> { vec![ normal_prepass.then_some(ColorTargetState { format: NORMAL_PREPASS_FORMAT, blend: None, write_mask: ColorWrites::ALL, }), motion_vector_prepass.then_some(ColorTargetState { format: MOTION_VECTOR_PREPASS_FORMAT, blend: None, write_mask: ColorWrites::ALL, }), deferred_prepass.then_some(ColorTargetState { format: DEFERRED_PREPASS_FORMAT, blend: None, write_mask: ColorWrites::ALL, }), deferred_prepass.then_some(ColorTargetState { format: DEFERRED_LIGHTING_PASS_ID_FORMAT, blend: None, write_mask: ColorWrites::ALL, }), ] }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/upscaling/node.rs
crates/bevy_core_pipeline/src/upscaling/node.rs
use crate::{blit::BlitPipeline, upscaling::ViewUpscalingPipeline}; use bevy_camera::{CameraOutputMode, ClearColor, ClearColorConfig}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_resource::{BindGroup, PipelineCache, RenderPassDescriptor, TextureViewId}, renderer::RenderContext, view::ViewTarget, }; use std::sync::Mutex; #[derive(Default)] pub struct UpscalingNode { cached_texture_bind_group: Mutex<Option<(TextureViewId, BindGroup)>>, } impl ViewNode for UpscalingNode { type ViewQuery = ( &'static ViewTarget, &'static ViewUpscalingPipeline, Option<&'static ExtractedCamera>, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (target, upscaling_target, camera): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let pipeline_cache = world.resource::<PipelineCache>(); let blit_pipeline = world.resource::<BlitPipeline>(); let clear_color_global = world.resource::<ClearColor>(); let diagnostics = render_context.diagnostic_recorder(); let clear_color = if let Some(camera) = camera { match camera.output_mode { CameraOutputMode::Write { clear_color, .. } => clear_color, CameraOutputMode::Skip => return Ok(()), } } else { ClearColorConfig::Default }; let clear_color = match clear_color { ClearColorConfig::Default => Some(clear_color_global.0), ClearColorConfig::Custom(color) => Some(color), ClearColorConfig::None => None, }; let converted_clear_color = clear_color.map(Into::into); // texture to be upscaled to the output texture let main_texture_view = target.main_texture_view(); let mut cached_bind_group = self.cached_texture_bind_group.lock().unwrap(); let bind_group = match &mut *cached_bind_group { Some((id, bind_group)) if main_texture_view.id() == *id => bind_group, cached_bind_group => { let bind_group = blit_pipeline.create_bind_group( render_context.render_device(), main_texture_view, pipeline_cache, ); let (_, bind_group) = cached_bind_group.insert((main_texture_view.id(), bind_group)); bind_group } }; let Some(pipeline) = pipeline_cache.get_render_pipeline(upscaling_target.0) else { return Ok(()); }; let pass_descriptor = RenderPassDescriptor { label: Some("upscaling"), color_attachments: &[Some( target.out_texture_color_attachment(converted_clear_color), )], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }; let mut render_pass = render_context .command_encoder() .begin_render_pass(&pass_descriptor); let pass_span = diagnostics.pass_span(&mut render_pass, "upscaling"); if let Some(camera) = camera && let Some(viewport) = &camera.viewport { let size = viewport.physical_size; let position = viewport.physical_position; render_pass.set_scissor_rect(position.x, position.y, size.x, size.y); } render_pass.set_pipeline(pipeline); render_pass.set_bind_group(0, bind_group, &[]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/upscaling/mod.rs
crates/bevy_core_pipeline/src/upscaling/mod.rs
use crate::blit::{BlitPipeline, BlitPipelineKey}; use bevy_app::prelude::*; use bevy_camera::CameraOutputMode; use bevy_ecs::prelude::*; use bevy_platform::collections::HashSet; use bevy_render::{ camera::ExtractedCamera, render_resource::*, view::ViewTarget, Render, RenderApp, RenderSystems, }; mod node; pub use node::UpscalingNode; pub struct UpscalingPlugin; impl Plugin for UpscalingPlugin { fn build(&self, app: &mut App) { if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app.add_systems( Render, // This system should probably technically be run *after* all of the other systems // that might modify `PipelineCache` via interior mutability, but for now, // we've chosen to simply ignore the ambiguities out of a desire for a better refactor // and aversion to extensive and intrusive system ordering. // See https://github.com/bevyengine/bevy/issues/14770 for more context. prepare_view_upscaling_pipelines .in_set(RenderSystems::Prepare) .ambiguous_with_all(), ); } } } #[derive(Component)] pub struct ViewUpscalingPipeline(CachedRenderPipelineId); fn prepare_view_upscaling_pipelines( mut commands: Commands, mut pipeline_cache: ResMut<PipelineCache>, mut pipelines: ResMut<SpecializedRenderPipelines<BlitPipeline>>, blit_pipeline: Res<BlitPipeline>, view_targets: Query<(Entity, &ViewTarget, Option<&ExtractedCamera>)>, ) { let mut output_textures = <HashSet<_>>::default(); for (entity, view_target, camera) in view_targets.iter() { let out_texture_id = view_target.out_texture().id(); let blend_state = if let Some(extracted_camera) = camera { match extracted_camera.output_mode { CameraOutputMode::Skip => None, CameraOutputMode::Write { blend_state, .. } => { let already_seen = output_textures.contains(&out_texture_id); output_textures.insert(out_texture_id); match blend_state { None => { // If we've already seen this output for a camera and it doesn't have an output blend // mode configured, default to alpha blend so that we don't accidentally overwrite // the output texture if already_seen { Some(BlendState::ALPHA_BLENDING) } else { None } } _ => blend_state, } } } } else { output_textures.insert(out_texture_id); None }; let key = BlitPipelineKey { texture_format: view_target.out_texture_view_format(), blend_state, samples: 1, }; let pipeline = pipelines.specialize(&pipeline_cache, &blit_pipeline, key); // Ensure the pipeline is loaded before continuing the frame to prevent frames without any GPU work submitted pipeline_cache.block_on_render_pipeline(pipeline); commands .entity(entity) .insert(ViewUpscalingPipeline(pipeline)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/deferred/node.rs
crates/bevy_core_pipeline/src/deferred/node.rs
use bevy_camera::{MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::experimental::occlusion_culling::OcclusionCulling; use bevy_render::render_graph::ViewNode; use bevy_render::view::{ExtractedView, NoIndirectDrawing}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext}, render_phase::{TrackedRenderPass, ViewBinnedRenderPhases}, render_resource::{CommandEncoderDescriptor, RenderPassDescriptor, StoreOp}, renderer::RenderContext, view::ViewDepthTexture, }; use tracing::error; #[cfg(feature = "trace")] use tracing::info_span; use crate::prepass::ViewPrepassTextures; use super::{AlphaMask3dDeferred, Opaque3dDeferred}; /// The phase of the deferred prepass that draws meshes that were visible last /// frame. /// /// If occlusion culling isn't in use, this prepass simply draws all meshes. /// /// Like all prepass nodes, this is inserted before the main pass in the render /// graph. #[derive(Default)] pub struct EarlyDeferredGBufferPrepassNode; impl ViewNode for EarlyDeferredGBufferPrepassNode { type ViewQuery = <LateDeferredGBufferPrepassNode as ViewNode>::ViewQuery; fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, view_query: QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { run_deferred_prepass( graph, render_context, view_query, false, world, "early deferred prepass", ) } } /// The phase of the prepass that runs after occlusion culling against the /// meshes that were visible last frame. /// /// If occlusion culling isn't in use, this is a no-op. /// /// Like all prepass nodes, this is inserted before the main pass in the render /// graph. #[derive(Default)] pub struct LateDeferredGBufferPrepassNode; impl ViewNode for LateDeferredGBufferPrepassNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewDepthTexture, &'static ViewPrepassTextures, Option<&'static MainPassResolutionOverride>, Has<OcclusionCulling>, Has<NoIndirectDrawing>, ); fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, view_query: QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { let (.., occlusion_culling, no_indirect_drawing) = view_query; if !occlusion_culling || no_indirect_drawing { return Ok(()); } run_deferred_prepass( graph, render_context, view_query, true, world, "late deferred prepass", ) } } /// Runs the deferred prepass that draws all meshes to the depth buffer and /// G-buffers. /// /// If occlusion culling isn't in use, and a prepass is enabled, then there's /// only one prepass. If occlusion culling is in use, then any prepass is split /// into two: an *early* prepass and a *late* prepass. The early prepass draws /// what was visible last frame, and the last prepass performs occlusion culling /// against a conservative hierarchical Z buffer before drawing unoccluded /// meshes. fn run_deferred_prepass<'w>( graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, (camera, extracted_view, view_depth_texture, view_prepass_textures, resolution_override, _, _): QueryItem< 'w, '_, <LateDeferredGBufferPrepassNode as ViewNode>::ViewQuery, >, is_late: bool, world: &'w World, label: &'static str, ) -> Result<(), NodeRunError> { let (Some(opaque_deferred_phases), Some(alpha_mask_deferred_phases)) = ( world.get_resource::<ViewBinnedRenderPhases<Opaque3dDeferred>>(), world.get_resource::<ViewBinnedRenderPhases<AlphaMask3dDeferred>>(), ) else { return Ok(()); }; let (Some(opaque_deferred_phase), Some(alpha_mask_deferred_phase)) = ( opaque_deferred_phases.get(&extracted_view.retained_view_entity), alpha_mask_deferred_phases.get(&extracted_view.retained_view_entity), ) else { return Ok(()); }; let diagnostic = render_context.diagnostic_recorder(); let mut color_attachments = vec![]; color_attachments.push( view_prepass_textures .normal .as_ref() .map(|normals_texture| normals_texture.get_attachment()), ); color_attachments.push( view_prepass_textures .motion_vectors .as_ref() .map(|motion_vectors_texture| motion_vectors_texture.get_attachment()), ); // If we clear the deferred texture with LoadOp::Clear(Default::default()) we get these errors: // Chrome: GL_INVALID_OPERATION: No defined conversion between clear value and attachment format. // Firefox: WebGL warning: clearBufferu?[fi]v: This attachment is of type FLOAT, but this function is of type UINT. // Appears to be unsupported: https://registry.khronos.org/webgl/specs/latest/2.0/#3.7.9 // For webgl2 we fallback to manually clearing #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] if !is_late { if let Some(deferred_texture) = &view_prepass_textures.deferred { render_context.command_encoder().clear_texture( &deferred_texture.texture.texture, &bevy_render::render_resource::ImageSubresourceRange::default(), ); } } color_attachments.push( view_prepass_textures .deferred .as_ref() .map(|deferred_texture| { if is_late { deferred_texture.get_attachment() } else { #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] { bevy_render::render_resource::RenderPassColorAttachment { view: &deferred_texture.texture.default_view, resolve_target: None, ops: bevy_render::render_resource::Operations { load: bevy_render::render_resource::LoadOp::Load, store: StoreOp::Store, }, depth_slice: None, } } #[cfg(any( not(feature = "webgl"), not(target_arch = "wasm32"), feature = "webgpu" ))] deferred_texture.get_attachment() } }), ); color_attachments.push( view_prepass_textures .deferred_lighting_pass_id .as_ref() .map(|deferred_lighting_pass_id| deferred_lighting_pass_id.get_attachment()), ); // If all color attachments are none: clear the color attachment list so that no fragment shader is required if color_attachments.iter().all(Option::is_none) { color_attachments.clear(); } let depth_stencil_attachment = Some(view_depth_texture.get_attachment(StoreOp::Store)); let view_entity = graph.view_entity(); render_context.add_command_buffer_generation_task(move |render_device| { #[cfg(feature = "trace")] let _deferred_span = info_span!("deferred_prepass").entered(); // Command encoder setup let mut command_encoder = render_device.create_command_encoder(&CommandEncoderDescriptor { label: Some("deferred_prepass_command_encoder"), }); // Render pass setup let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor { label: Some(label), color_attachments: &color_attachments, depth_stencil_attachment, timestamp_writes: None, occlusion_query_set: None, }); let mut render_pass = TrackedRenderPass::new(&render_device, render_pass); let pass_span = diagnostic.pass_span(&mut render_pass, label); if let Some(viewport) = Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override) { render_pass.set_camera_viewport(&viewport); } // Opaque draws if !opaque_deferred_phase.multidrawable_meshes.is_empty() || !opaque_deferred_phase.batchable_meshes.is_empty() || !opaque_deferred_phase.unbatchable_meshes.is_empty() { #[cfg(feature = "trace")] let _opaque_prepass_span = info_span!("opaque_deferred_prepass").entered(); if let Err(err) = opaque_deferred_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the opaque deferred phase {err:?}"); } } // Alpha masked draws if !alpha_mask_deferred_phase.is_empty() { #[cfg(feature = "trace")] let _alpha_mask_deferred_span = info_span!("alpha_mask_deferred_prepass").entered(); if let Err(err) = alpha_mask_deferred_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the alpha mask deferred phase {err:?}"); } } pass_span.end(&mut render_pass); drop(render_pass); // After rendering to the view depth texture, copy it to the prepass depth texture if let Some(prepass_depth_texture) = &view_prepass_textures.depth { command_encoder.copy_texture_to_texture( view_depth_texture.texture.as_image_copy(), prepass_depth_texture.texture.texture.as_image_copy(), view_prepass_textures.size, ); } command_encoder.finish() }); Ok(()) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/deferred/mod.rs
crates/bevy_core_pipeline/src/deferred/mod.rs
pub mod copy_lighting_id; pub mod node; use core::ops::Range; use crate::prepass::{OpaqueNoLightmap3dBatchSetKey, OpaqueNoLightmap3dBinKey}; use bevy_ecs::prelude::*; use bevy_render::sync_world::MainEntity; use bevy_render::{ render_phase::{ BinnedPhaseItem, CachedRenderPipelinePhaseItem, DrawFunctionId, PhaseItem, PhaseItemExtraIndex, }, render_resource::{CachedRenderPipelineId, TextureFormat}, }; pub const DEFERRED_PREPASS_FORMAT: TextureFormat = TextureFormat::Rgba32Uint; pub const DEFERRED_LIGHTING_PASS_ID_FORMAT: TextureFormat = TextureFormat::R8Uint; pub const DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT: TextureFormat = TextureFormat::Depth16Unorm; /// Opaque phase of the 3D Deferred pass. /// /// Sorted by pipeline, then by mesh to improve batching. /// /// Used to render all 3D meshes with materials that have no transparency. #[derive(PartialEq, Eq, Hash)] pub struct Opaque3dDeferred { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: OpaqueNoLightmap3dBatchSetKey, /// Information that separates items into bins. pub bin_key: OpaqueNoLightmap3dBinKey, pub representative_entity: (Entity, MainEntity), pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, } impl PhaseItem for Opaque3dDeferred { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for Opaque3dDeferred { type BatchSetKey = OpaqueNoLightmap3dBatchSetKey; type BinKey = OpaqueNoLightmap3dBinKey; #[inline] fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Self { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for Opaque3dDeferred { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } /// Alpha mask phase of the 3D Deferred pass. /// /// Sorted by pipeline, then by mesh to improve batching. /// /// Used to render all meshes with a material with an alpha mask. pub struct AlphaMask3dDeferred { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: OpaqueNoLightmap3dBatchSetKey, /// Information that separates items into bins. pub bin_key: OpaqueNoLightmap3dBinKey, pub representative_entity: (Entity, MainEntity), pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, } impl PhaseItem for AlphaMask3dDeferred { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } #[inline] fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for AlphaMask3dDeferred { type BatchSetKey = OpaqueNoLightmap3dBatchSetKey; type BinKey = OpaqueNoLightmap3dBinKey; fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Self { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for AlphaMask3dDeferred { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/deferred/copy_lighting_id.rs
crates/bevy_core_pipeline/src/deferred/copy_lighting_id.rs
use crate::{ prepass::{DeferredPrepass, ViewPrepassTextures}, FullscreenShader, }; use bevy_app::prelude::*; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer}; use bevy_ecs::prelude::*; use bevy_image::ToExtents; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_resource::{binding_types::texture_2d, *}, renderer::RenderDevice, texture::{CachedTexture, TextureCache}, view::ViewTarget, Render, RenderApp, RenderStartup, RenderSystems, }; use super::DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT; use bevy_ecs::query::QueryItem; use bevy_render::{ render_graph::{NodeRunError, RenderGraphContext, ViewNode}, renderer::RenderContext, }; use bevy_utils::default; pub struct CopyDeferredLightingIdPlugin; impl Plugin for CopyDeferredLightingIdPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "copy_deferred_lighting_id.wgsl"); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_systems(RenderStartup, init_copy_deferred_lighting_id_pipeline) .add_systems( Render, (prepare_deferred_lighting_id_textures.in_set(RenderSystems::PrepareResources),), ); } } #[derive(Default)] pub struct CopyDeferredLightingIdNode; impl CopyDeferredLightingIdNode { pub const NAME: &'static str = "copy_deferred_lighting_id"; } impl ViewNode for CopyDeferredLightingIdNode { type ViewQuery = ( &'static ViewTarget, &'static ViewPrepassTextures, &'static DeferredLightingIdDepthTexture, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (_view_target, view_prepass_textures, deferred_lighting_id_depth_texture): QueryItem< Self::ViewQuery, >, world: &World, ) -> Result<(), NodeRunError> { let copy_deferred_lighting_id_pipeline = world.resource::<CopyDeferredLightingIdPipeline>(); let pipeline_cache = world.resource::<PipelineCache>(); let Some(pipeline) = pipeline_cache.get_render_pipeline(copy_deferred_lighting_id_pipeline.pipeline_id) else { return Ok(()); }; let Some(deferred_lighting_pass_id_texture) = &view_prepass_textures.deferred_lighting_pass_id else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let bind_group = render_context.render_device().create_bind_group( "copy_deferred_lighting_id_bind_group", &pipeline_cache.get_bind_group_layout(&copy_deferred_lighting_id_pipeline.layout), &BindGroupEntries::single(&deferred_lighting_pass_id_texture.texture.default_view), ); let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("copy_deferred_lighting_id"), color_attachments: &[], depth_stencil_attachment: Some(RenderPassDepthStencilAttachment { view: &deferred_lighting_id_depth_texture.texture.default_view, depth_ops: Some(Operations { load: LoadOp::Clear(0.0), store: StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut render_pass, "copy_deferred_lighting_id"); render_pass.set_render_pipeline(pipeline); render_pass.set_bind_group(0, &bind_group, &[]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); Ok(()) } } #[derive(Resource)] struct CopyDeferredLightingIdPipeline { layout: BindGroupLayoutDescriptor, pipeline_id: CachedRenderPipelineId, } pub fn init_copy_deferred_lighting_id_pipeline( mut commands: Commands, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, pipeline_cache: Res<PipelineCache>, ) { let layout = BindGroupLayoutDescriptor::new( "copy_deferred_lighting_id_bind_group_layout", &BindGroupLayoutEntries::single( ShaderStages::FRAGMENT, texture_2d(TextureSampleType::Uint), ), ); let vertex_state = fullscreen_shader.to_vertex_state(); let shader = load_embedded_asset!(asset_server.as_ref(), "copy_deferred_lighting_id.wgsl"); let pipeline_id = pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor { label: Some("copy_deferred_lighting_id_pipeline".into()), layout: vec![layout.clone()], vertex: vertex_state, fragment: Some(FragmentState { shader, ..default() }), depth_stencil: Some(DepthStencilState { format: DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT, depth_write_enabled: true, depth_compare: CompareFunction::Always, stencil: StencilState::default(), bias: DepthBiasState::default(), }), ..default() }); commands.insert_resource(CopyDeferredLightingIdPipeline { layout, pipeline_id, }); } #[derive(Component)] pub struct DeferredLightingIdDepthTexture { pub texture: CachedTexture, } fn prepare_deferred_lighting_id_textures( mut commands: Commands, mut texture_cache: ResMut<TextureCache>, render_device: Res<RenderDevice>, views: Query<(Entity, &ExtractedCamera), With<DeferredPrepass>>, ) { for (entity, camera) in &views { if let Some(physical_target_size) = camera.physical_target_size { let texture_descriptor = TextureDescriptor { label: Some("deferred_lighting_id_depth_texture_a"), size: physical_target_size.to_extents(), mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT, usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC, view_formats: &[], }; let texture = texture_cache.get(&render_device, texture_descriptor); commands .entity(entity) .insert(DeferredLightingIdDepthTexture { texture }); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/tonemapping/node.rs
crates/bevy_core_pipeline/src/tonemapping/node.rs
use std::sync::Mutex; use crate::tonemapping::{TonemappingLuts, TonemappingPipeline, ViewTonemappingPipeline}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ diagnostic::RecordDiagnostics, render_asset::RenderAssets, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_resource::{ BindGroup, BindGroupEntries, BufferId, LoadOp, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDescriptor, StoreOp, TextureViewId, }, renderer::RenderContext, texture::{FallbackImage, GpuImage}, view::{ViewTarget, ViewUniformOffset, ViewUniforms}, }; use super::{get_lut_bindings, Tonemapping}; #[derive(Default)] pub struct TonemappingNode { cached_bind_group: Mutex<Option<(BufferId, TextureViewId, TextureViewId, BindGroup)>>, last_tonemapping: Mutex<Option<Tonemapping>>, } impl ViewNode for TonemappingNode { type ViewQuery = ( &'static ViewUniformOffset, &'static ViewTarget, &'static ViewTonemappingPipeline, &'static Tonemapping, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_uniform_offset, target, view_tonemapping_pipeline, tonemapping): QueryItem< Self::ViewQuery, >, world: &World, ) -> Result<(), NodeRunError> { let pipeline_cache = world.resource::<PipelineCache>(); let tonemapping_pipeline = world.resource::<TonemappingPipeline>(); let gpu_images = world.get_resource::<RenderAssets<GpuImage>>().unwrap(); let fallback_image = world.resource::<FallbackImage>(); let view_uniforms_resource = world.resource::<ViewUniforms>(); let view_uniforms = &view_uniforms_resource.uniforms; let view_uniforms_id = view_uniforms.buffer().unwrap().id(); if *tonemapping == Tonemapping::None { return Ok(()); } if !target.is_hdr() { return Ok(()); } let Some(pipeline) = pipeline_cache.get_render_pipeline(view_tonemapping_pipeline.0) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let post_process = target.post_process_write(); let source = post_process.source; let destination = post_process.destination; let mut last_tonemapping = self.last_tonemapping.lock().unwrap(); let tonemapping_changed = if let Some(last_tonemapping) = &*last_tonemapping { tonemapping != last_tonemapping } else { true }; if tonemapping_changed { *last_tonemapping = Some(*tonemapping); } let mut cached_bind_group = self.cached_bind_group.lock().unwrap(); let bind_group = match &mut *cached_bind_group { Some((buffer_id, texture_id, lut_id, bind_group)) if view_uniforms_id == *buffer_id && source.id() == *texture_id && *lut_id != fallback_image.d3.texture_view.id() && !tonemapping_changed => { bind_group } cached_bind_group => { let tonemapping_luts = world.resource::<TonemappingLuts>(); let lut_bindings = get_lut_bindings(gpu_images, tonemapping_luts, tonemapping, fallback_image); let bind_group = render_context.render_device().create_bind_group( None, &pipeline_cache.get_bind_group_layout(&tonemapping_pipeline.texture_bind_group), &BindGroupEntries::sequential(( view_uniforms, source, &tonemapping_pipeline.sampler, lut_bindings.0, lut_bindings.1, )), ); let (_, _, _, bind_group) = cached_bind_group.insert(( view_uniforms_id, source.id(), lut_bindings.0.id(), bind_group, )); bind_group } }; let pass_descriptor = RenderPassDescriptor { label: Some("tonemapping"), color_attachments: &[Some(RenderPassColorAttachment { view: destination, depth_slice: None, resolve_target: None, ops: Operations { load: LoadOp::Clear(Default::default()), // TODO shouldn't need to be cleared store: StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }; let mut render_pass = render_context .command_encoder() .begin_render_pass(&pass_descriptor); let pass_span = diagnostics.pass_span(&mut render_pass, "tonemapping"); render_pass.set_pipeline(pipeline); render_pass.set_bind_group(0, bind_group, &[view_uniform_offset.offset]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/tonemapping/mod.rs
crates/bevy_core_pipeline/src/tonemapping/mod.rs
use bevy_app::prelude::*; use bevy_asset::{ embedded_asset, load_embedded_asset, AssetServer, Assets, Handle, RenderAssetUsages, }; use bevy_camera::Camera; use bevy_ecs::prelude::*; use bevy_image::{CompressedImageFormats, Image, ImageSampler, ImageType}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ extract_component::{ExtractComponent, ExtractComponentPlugin}, extract_resource::{ExtractResource, ExtractResourcePlugin}, render_asset::RenderAssets, render_resource::{ binding_types::{sampler, texture_2d, texture_3d, uniform_buffer}, *, }, renderer::RenderDevice, texture::{FallbackImage, GpuImage}, view::{ExtractedView, ViewTarget, ViewUniform}, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::{load_shader_library, Shader, ShaderDefVal}; use bitflags::bitflags; #[cfg(not(feature = "tonemapping_luts"))] use tracing::error; mod node; use bevy_utils::default; pub use node::TonemappingNode; use crate::FullscreenShader; /// 3D LUT (look up table) textures used for tonemapping #[derive(Resource, Clone, ExtractResource)] pub struct TonemappingLuts { pub blender_filmic: Handle<Image>, pub agx: Handle<Image>, pub tony_mc_mapface: Handle<Image>, } pub struct TonemappingPlugin; impl Plugin for TonemappingPlugin { fn build(&self, app: &mut App) { load_shader_library!(app, "tonemapping_shared.wgsl"); load_shader_library!(app, "lut_bindings.wgsl"); embedded_asset!(app, "tonemapping.wgsl"); if !app.world().is_resource_added::<TonemappingLuts>() { let mut images = app.world_mut().resource_mut::<Assets<Image>>(); #[cfg(feature = "tonemapping_luts")] let tonemapping_luts = { TonemappingLuts { blender_filmic: images.add(setup_tonemapping_lut_image( include_bytes!("luts/Blender_-11_12.ktx2"), ImageType::Extension("ktx2"), )), agx: images.add(setup_tonemapping_lut_image( include_bytes!("luts/AgX-default_contrast.ktx2"), ImageType::Extension("ktx2"), )), tony_mc_mapface: images.add(setup_tonemapping_lut_image( include_bytes!("luts/tony_mc_mapface.ktx2"), ImageType::Extension("ktx2"), )), } }; #[cfg(not(feature = "tonemapping_luts"))] let tonemapping_luts = { let placeholder = images.add(lut_placeholder()); TonemappingLuts { blender_filmic: placeholder.clone(), agx: placeholder.clone(), tony_mc_mapface: placeholder, } }; app.insert_resource(tonemapping_luts); } app.add_plugins(ExtractResourcePlugin::<TonemappingLuts>::default()); app.add_plugins(( ExtractComponentPlugin::<Tonemapping>::default(), ExtractComponentPlugin::<DebandDither>::default(), )); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<SpecializedRenderPipelines<TonemappingPipeline>>() .add_systems(RenderStartup, init_tonemapping_pipeline) .add_systems( Render, prepare_view_tonemapping_pipelines.in_set(RenderSystems::Prepare), ); } } #[derive(Resource)] pub struct TonemappingPipeline { texture_bind_group: BindGroupLayoutDescriptor, sampler: Sampler, fullscreen_shader: FullscreenShader, fragment_shader: Handle<Shader>, } /// Optionally enables a tonemapping shader that attempts to map linear input stimulus into a perceptually uniform image for a given [`Camera`] entity. #[derive( Component, Debug, Hash, Clone, Copy, Reflect, Default, ExtractComponent, PartialEq, Eq, )] #[extract_component_filter(With<Camera>)] #[reflect(Component, Debug, Hash, Default, PartialEq)] pub enum Tonemapping { /// Bypass tonemapping. None, /// Suffers from lots hue shifting, brights don't desaturate naturally. /// Bright primaries and secondaries don't desaturate at all. Reinhard, /// Suffers from hue shifting. Brights don't desaturate much at all across the spectrum. ReinhardLuminance, /// Same base implementation that Godot 4.0 uses for Tonemap ACES. /// <https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl> /// Not neutral, has a very specific aesthetic, intentional and dramatic hue shifting. /// Bright greens and reds turn orange. Bright blues turn magenta. /// Significantly increased contrast. Brights desaturate across the spectrum. AcesFitted, /// By Troy Sobotka /// <https://github.com/sobotka/AgX> /// Very neutral. Image is somewhat desaturated when compared to other tonemappers. /// Little to no hue shifting. Subtle [Abney shifting](https://en.wikipedia.org/wiki/Abney_effect). /// NOTE: Requires the `tonemapping_luts` cargo feature. AgX, /// By Tomasz Stachowiak /// Has little hue shifting in the darks and mids, but lots in the brights. Brights desaturate across the spectrum. /// Is sort of between Reinhard and `ReinhardLuminance`. Conceptually similar to reinhard-jodie. /// Designed as a compromise if you want e.g. decent skin tones in low light, but can't afford to re-do your /// VFX to look good without hue shifting. SomewhatBoringDisplayTransform, /// Current Bevy default. /// By Tomasz Stachowiak /// <https://github.com/h3r2tic/tony-mc-mapface> /// Very neutral. Subtle but intentional hue shifting. Brights desaturate across the spectrum. /// Comment from author: /// Tony is a display transform intended for real-time applications such as games. /// It is intentionally boring, does not increase contrast or saturation, and stays close to the /// input stimulus where compression isn't necessary. /// Brightness-equivalent luminance of the input stimulus is compressed. The non-linearity resembles Reinhard. /// Color hues are preserved during compression, except for a deliberate [Bezold–Brücke shift](https://en.wikipedia.org/wiki/Bezold%E2%80%93Br%C3%BCcke_shift). /// To avoid posterization, selective desaturation is employed, with care to avoid the [Abney effect](https://en.wikipedia.org/wiki/Abney_effect). /// NOTE: Requires the `tonemapping_luts` cargo feature. #[default] TonyMcMapface, /// Default Filmic Display Transform from blender. /// Somewhat neutral. Suffers from hue shifting. Brights desaturate across the spectrum. /// NOTE: Requires the `tonemapping_luts` cargo feature. BlenderFilmic, } impl Tonemapping { pub fn is_enabled(&self) -> bool { *self != Tonemapping::None } } bitflags! { /// Various flags describing what tonemapping needs to do. /// /// This allows the shader to skip unneeded steps. #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)] pub struct TonemappingPipelineKeyFlags: u8 { /// The hue needs to be changed. const HUE_ROTATE = 0x01; /// The white balance needs to be adjusted. const WHITE_BALANCE = 0x02; /// Saturation/contrast/gamma/gain/lift for one or more sections /// (shadows, midtones, highlights) need to be adjusted. const SECTIONAL_COLOR_GRADING = 0x04; } } #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] pub struct TonemappingPipelineKey { deband_dither: DebandDither, tonemapping: Tonemapping, flags: TonemappingPipelineKeyFlags, } impl SpecializedRenderPipeline for TonemappingPipeline { type Key = TonemappingPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let mut shader_defs = Vec::new(); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(), 3, )); shader_defs.push(ShaderDefVal::UInt( "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(), 4, )); if let DebandDither::Enabled = key.deband_dither { shader_defs.push("DEBAND_DITHER".into()); } // Define shader flags depending on the color grading options in use. if key.flags.contains(TonemappingPipelineKeyFlags::HUE_ROTATE) { shader_defs.push("HUE_ROTATE".into()); } if key .flags .contains(TonemappingPipelineKeyFlags::WHITE_BALANCE) { shader_defs.push("WHITE_BALANCE".into()); } if key .flags .contains(TonemappingPipelineKeyFlags::SECTIONAL_COLOR_GRADING) { shader_defs.push("SECTIONAL_COLOR_GRADING".into()); } match key.tonemapping { Tonemapping::None => shader_defs.push("TONEMAP_METHOD_NONE".into()), Tonemapping::Reinhard => shader_defs.push("TONEMAP_METHOD_REINHARD".into()), Tonemapping::ReinhardLuminance => { shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into()); } Tonemapping::AcesFitted => shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into()), Tonemapping::AgX => { #[cfg(not(feature = "tonemapping_luts"))] error!( "AgX tonemapping requires the `tonemapping_luts` feature. Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`." ); shader_defs.push("TONEMAP_METHOD_AGX".into()); } Tonemapping::SomewhatBoringDisplayTransform => { shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into()); } Tonemapping::TonyMcMapface => { #[cfg(not(feature = "tonemapping_luts"))] error!( "TonyMcMapFace tonemapping requires the `tonemapping_luts` feature. Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`." ); shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into()); } Tonemapping::BlenderFilmic => { #[cfg(not(feature = "tonemapping_luts"))] error!( "BlenderFilmic tonemapping requires the `tonemapping_luts` feature. Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`." ); shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into()); } } RenderPipelineDescriptor { label: Some("tonemapping pipeline".into()), layout: vec![self.texture_bind_group.clone()], vertex: self.fullscreen_shader.to_vertex_state(), fragment: Some(FragmentState { shader: self.fragment_shader.clone(), shader_defs, targets: vec![Some(ColorTargetState { format: ViewTarget::TEXTURE_FORMAT_HDR, blend: None, write_mask: ColorWrites::ALL, })], ..default() }), ..default() } } } pub fn init_tonemapping_pipeline( mut commands: Commands, render_device: Res<RenderDevice>, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, ) { let mut entries = DynamicBindGroupLayoutEntries::new_with_indices( ShaderStages::FRAGMENT, ( (0, uniform_buffer::<ViewUniform>(true)), ( 1, texture_2d(TextureSampleType::Float { filterable: false }), ), (2, sampler(SamplerBindingType::NonFiltering)), ), ); let lut_layout_entries = get_lut_bind_group_layout_entries(); entries = entries.extend_with_indices(((3, lut_layout_entries[0]), (4, lut_layout_entries[1]))); let tonemap_texture_bind_group = BindGroupLayoutDescriptor::new("tonemapping_hdr_texture_bind_group_layout", &entries); let sampler = render_device.create_sampler(&SamplerDescriptor::default()); commands.insert_resource(TonemappingPipeline { texture_bind_group: tonemap_texture_bind_group, sampler, fullscreen_shader: fullscreen_shader.clone(), fragment_shader: load_embedded_asset!(asset_server.as_ref(), "tonemapping.wgsl"), }); } #[derive(Component)] pub struct ViewTonemappingPipeline(CachedRenderPipelineId); pub fn prepare_view_tonemapping_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut pipelines: ResMut<SpecializedRenderPipelines<TonemappingPipeline>>, upscaling_pipeline: Res<TonemappingPipeline>, view_targets: Query< ( Entity, &ExtractedView, Option<&Tonemapping>, Option<&DebandDither>, ), With<ViewTarget>, >, ) { for (entity, view, tonemapping, dither) in view_targets.iter() { // As an optimization, we omit parts of the shader that are unneeded. let mut flags = TonemappingPipelineKeyFlags::empty(); flags.set( TonemappingPipelineKeyFlags::HUE_ROTATE, view.color_grading.global.hue != 0.0, ); flags.set( TonemappingPipelineKeyFlags::WHITE_BALANCE, view.color_grading.global.temperature != 0.0 || view.color_grading.global.tint != 0.0, ); flags.set( TonemappingPipelineKeyFlags::SECTIONAL_COLOR_GRADING, view.color_grading .all_sections() .any(|section| *section != default()), ); let key = TonemappingPipelineKey { deband_dither: *dither.unwrap_or(&DebandDither::Disabled), tonemapping: *tonemapping.unwrap_or(&Tonemapping::None), flags, }; let pipeline = pipelines.specialize(&pipeline_cache, &upscaling_pipeline, key); commands .entity(entity) .insert(ViewTonemappingPipeline(pipeline)); } } /// Enables a debanding shader that applies dithering to mitigate color banding in the final image for a given [`Camera`] entity. #[derive( Component, Debug, Hash, Clone, Copy, Reflect, Default, ExtractComponent, PartialEq, Eq, )] #[extract_component_filter(With<Camera>)] #[reflect(Component, Debug, Hash, Default, PartialEq)] pub enum DebandDither { #[default] Disabled, Enabled, } pub fn get_lut_bindings<'a>( images: &'a RenderAssets<GpuImage>, tonemapping_luts: &'a TonemappingLuts, tonemapping: &Tonemapping, fallback_image: &'a FallbackImage, ) -> (&'a TextureView, &'a Sampler) { let image = match tonemapping { // AgX lut texture used when tonemapping doesn't need a texture since it's very small (32x32x32) Tonemapping::None | Tonemapping::Reinhard | Tonemapping::ReinhardLuminance | Tonemapping::AcesFitted | Tonemapping::AgX | Tonemapping::SomewhatBoringDisplayTransform => &tonemapping_luts.agx, Tonemapping::TonyMcMapface => &tonemapping_luts.tony_mc_mapface, Tonemapping::BlenderFilmic => &tonemapping_luts.blender_filmic, }; let lut_image = images.get(image).unwrap_or(&fallback_image.d3); (&lut_image.texture_view, &lut_image.sampler) } pub fn get_lut_bind_group_layout_entries() -> [BindGroupLayoutEntryBuilder; 2] { [ texture_3d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ] } #[expect(clippy::allow_attributes, reason = "`dead_code` is not always linted.")] #[allow( dead_code, reason = "There is unused code when the `tonemapping_luts` feature is disabled." )] fn setup_tonemapping_lut_image(bytes: &[u8], image_type: ImageType) -> Image { let image_sampler = ImageSampler::Descriptor(bevy_image::ImageSamplerDescriptor { label: Some("Tonemapping LUT sampler".to_string()), address_mode_u: bevy_image::ImageAddressMode::ClampToEdge, address_mode_v: bevy_image::ImageAddressMode::ClampToEdge, address_mode_w: bevy_image::ImageAddressMode::ClampToEdge, mag_filter: bevy_image::ImageFilterMode::Linear, min_filter: bevy_image::ImageFilterMode::Linear, mipmap_filter: bevy_image::ImageFilterMode::Linear, ..default() }); Image::from_buffer( bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD, ) .unwrap() } pub fn lut_placeholder() -> Image { let format = TextureFormat::Rgba8Unorm; let data = vec![255, 0, 255, 255]; Image { data: Some(data), data_order: TextureDataOrder::default(), texture_descriptor: TextureDescriptor { size: Extent3d::default(), format, dimension: TextureDimension::D3, label: None, mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST, view_formats: &[], }, sampler: ImageSampler::Default, texture_view_descriptor: None, asset_usage: RenderAssetUsages::RENDER_WORLD, copy_on_resize: false, } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/oit/mod.rs
crates/bevy_core_pipeline/src/oit/mod.rs
//! Order Independent Transparency (OIT) for 3d rendering. See [`OrderIndependentTransparencyPlugin`] for more details. use bevy_app::prelude::*; use bevy_camera::{Camera3d, RenderTarget}; use bevy_ecs::{component::*, lifecycle::ComponentHook, prelude::*}; use bevy_math::UVec2; use bevy_platform::collections::HashSet; use bevy_platform::time::Instant; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ camera::ExtractedCamera, extract_component::{ExtractComponent, ExtractComponentPlugin}, render_graph::{RenderGraphExt, ViewNodeRunner}, render_resource::{BufferUsages, BufferVec, DynamicUniformBuffer, ShaderType, TextureUsages}, renderer::{RenderDevice, RenderQueue}, view::Msaa, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::load_shader_library; use bevy_window::PrimaryWindow; use resolve::{ node::{OitResolveNode, OitResolvePass}, OitResolvePlugin, }; use tracing::{trace, warn}; use crate::core_3d::graph::{Core3d, Node3d}; /// Module that defines the necessary systems to resolve the OIT buffer and render it to the screen. pub mod resolve; /// Used to identify which camera will use OIT to render transparent meshes /// and to configure OIT. // TODO consider supporting multiple OIT techniques like WBOIT, Moment Based OIT, // depth peeling, stochastic transparency, ray tracing etc. // This should probably be done by adding an enum to this component. // We use the same struct to pass on the settings to the drawing shader. #[derive(Clone, Copy, ExtractComponent, Reflect, ShaderType)] #[reflect(Clone, Default)] pub struct OrderIndependentTransparencySettings { /// Controls how many layers will be used to compute the blending. /// The more layers you use the more memory it will use but it will also give better results. /// 8 is generally recommended, going above 32 is probably not worth it in the vast majority of cases pub layer_count: i32, /// Threshold for which fragments will be added to the blending layers. /// This can be tweaked to optimize quality / layers count. Higher values will /// allow lower number of layers and a better performance, compromising quality. pub alpha_threshold: f32, } impl Default for OrderIndependentTransparencySettings { fn default() -> Self { Self { layer_count: 8, alpha_threshold: 0.0, } } } // OrderIndependentTransparencySettings is also a Component. We explicitly implement the trait so // we can hook on_add to issue a warning in case `layer_count` is seemingly too high. impl Component for OrderIndependentTransparencySettings { const STORAGE_TYPE: StorageType = StorageType::SparseSet; type Mutability = Mutable; fn on_add() -> Option<ComponentHook> { Some(|world, context| { if let Some(value) = world.get::<OrderIndependentTransparencySettings>(context.entity) && value.layer_count > 32 { warn!("{}OrderIndependentTransparencySettings layer_count set to {} might be too high.", context.caller.map(|location|format!("{location}: ")).unwrap_or_default(), value.layer_count ); } }) } } /// A plugin that adds support for Order Independent Transparency (OIT). /// This can correctly render some scenes that would otherwise have artifacts due to alpha blending, but uses more memory. /// /// To enable OIT for a camera you need to add the [`OrderIndependentTransparencySettings`] component to it. /// /// If you want to use OIT for your custom material you need to call `oit_draw(position, color)` in your fragment shader. /// You also need to make sure that your fragment shader doesn't output any colors. /// /// # Implementation details /// This implementation uses 2 passes. /// /// The first pass writes the depth and color of all the fragments to a big buffer. /// The buffer contains N layers for each pixel, where N can be set with [`OrderIndependentTransparencySettings::layer_count`]. /// This pass is essentially a forward pass. /// /// The second pass is a single fullscreen triangle pass that sorts all the fragments then blends them together /// and outputs the result to the screen. pub struct OrderIndependentTransparencyPlugin; impl Plugin for OrderIndependentTransparencyPlugin { fn build(&self, app: &mut App) { load_shader_library!(app, "oit_draw.wgsl"); app.add_plugins(( ExtractComponentPlugin::<OrderIndependentTransparencySettings>::default(), OitResolvePlugin, )) .add_systems(Update, check_msaa) .add_systems(Last, configure_depth_texture_usages); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_systems(RenderStartup, init_oit_buffers) .add_systems( Render, prepare_oit_buffers.in_set(RenderSystems::PrepareResources), ); render_app .add_render_graph_node::<ViewNodeRunner<OitResolveNode>>(Core3d, OitResolvePass) .add_render_graph_edges( Core3d, ( Node3d::MainTransparentPass, OitResolvePass, Node3d::EndMainPass, ), ); } } // WARN This should only happen for cameras with the [`OrderIndependentTransparencySettings`] component // but when multiple cameras are present on the same window // bevy reuses the same depth texture so we need to set this on all cameras with the same render target. fn configure_depth_texture_usages( p: Query<Entity, With<PrimaryWindow>>, cameras: Query<(&RenderTarget, Has<OrderIndependentTransparencySettings>)>, mut new_cameras: Query<(&mut Camera3d, &RenderTarget), Added<Camera3d>>, ) { if new_cameras.is_empty() { return; } // Find all the render target that potentially uses OIT let primary_window = p.single().ok(); let mut render_target_has_oit = <HashSet<_>>::default(); for (render_target, has_oit) in &cameras { if has_oit { render_target_has_oit.insert(render_target.normalize(primary_window)); } } // Update the depth texture usage for cameras with a render target that has OIT for (mut camera_3d, render_target) in &mut new_cameras { if render_target_has_oit.contains(&render_target.normalize(primary_window)) { let mut usages = TextureUsages::from(camera_3d.depth_texture_usages); usages |= TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING; camera_3d.depth_texture_usages = usages.into(); } } } fn check_msaa(cameras: Query<&Msaa, With<OrderIndependentTransparencySettings>>) { for msaa in &cameras { if msaa.samples() > 1 { panic!("MSAA is not supported when using OrderIndependentTransparency"); } } } /// Holds the buffers that contain the data of all OIT layers. /// We use one big buffer for the entire app. Each camera will reuse it so it will /// always be the size of the biggest OIT enabled camera. #[derive(Resource)] pub struct OitBuffers { /// The OIT layers containing depth and color for each fragments. /// This is essentially used as a 3d array where xy is the screen coordinate and z is /// the list of fragments rendered with OIT. pub layers: BufferVec<UVec2>, /// Buffer containing the index of the last layer that was written for each fragment. pub layer_ids: BufferVec<i32>, pub settings: DynamicUniformBuffer<OrderIndependentTransparencySettings>, } pub fn init_oit_buffers( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, ) { // initialize buffers with something so there's a valid binding let mut layers = BufferVec::new(BufferUsages::COPY_DST | BufferUsages::STORAGE); layers.set_label(Some("oit_layers")); layers.reserve(1, &render_device); layers.write_buffer(&render_device, &render_queue); let mut layer_ids = BufferVec::new(BufferUsages::COPY_DST | BufferUsages::STORAGE); layer_ids.set_label(Some("oit_layer_ids")); layer_ids.reserve(1, &render_device); layer_ids.write_buffer(&render_device, &render_queue); let mut settings = DynamicUniformBuffer::default(); settings.set_label(Some("oit_settings")); commands.insert_resource(OitBuffers { layers, layer_ids, settings, }); } #[derive(Component)] pub struct OrderIndependentTransparencySettingsOffset { pub offset: u32, } /// This creates or resizes the oit buffers for each camera. /// It will always create one big buffer that's as big as the biggest buffer needed. /// Cameras with smaller viewports or less layers will simply use the big buffer and ignore the rest. pub fn prepare_oit_buffers( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, cameras: Query< (&ExtractedCamera, &OrderIndependentTransparencySettings), ( Changed<ExtractedCamera>, Changed<OrderIndependentTransparencySettings>, ), >, camera_oit_uniforms: Query<(Entity, &OrderIndependentTransparencySettings)>, mut buffers: ResMut<OitBuffers>, ) { // Get the max buffer size for any OIT enabled camera let mut max_layer_ids_size = usize::MIN; let mut max_layers_size = usize::MIN; for (camera, settings) in &cameras { let Some(size) = camera.physical_target_size else { continue; }; let layer_count = settings.layer_count as usize; let size = (size.x * size.y) as usize; max_layer_ids_size = max_layer_ids_size.max(size); max_layers_size = max_layers_size.max(size * layer_count); } // Create or update the layers buffer based on the max size if buffers.layers.capacity() < max_layers_size { let start = Instant::now(); buffers.layers.reserve(max_layers_size, &render_device); let remaining = max_layers_size - buffers.layers.capacity(); for _ in 0..remaining { buffers.layers.push(UVec2::ZERO); } buffers.layers.write_buffer(&render_device, &render_queue); trace!( "OIT layers buffer updated in {:.01}ms with total size {} MiB", start.elapsed().as_millis(), buffers.layers.capacity() * size_of::<UVec2>() / 1024 / 1024, ); } // Create or update the layer_ids buffer based on the max size if buffers.layer_ids.capacity() < max_layer_ids_size { let start = Instant::now(); buffers .layer_ids .reserve(max_layer_ids_size, &render_device); let remaining = max_layer_ids_size - buffers.layer_ids.capacity(); for _ in 0..remaining { buffers.layer_ids.push(0); } buffers .layer_ids .write_buffer(&render_device, &render_queue); trace!( "OIT layer ids buffer updated in {:.01}ms with total size {} MiB", start.elapsed().as_millis(), buffers.layer_ids.capacity() * size_of::<UVec2>() / 1024 / 1024, ); } if let Some(mut writer) = buffers.settings.get_writer( camera_oit_uniforms.iter().len(), &render_device, &render_queue, ) { for (entity, settings) in &camera_oit_uniforms { let offset = writer.write(settings); commands .entity(entity) .insert(OrderIndependentTransparencySettingsOffset { offset }); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/oit/resolve/node.rs
crates/bevy_core_pipeline/src/oit/resolve/node.rs
use bevy_camera::{MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, RenderLabel, ViewNode}, render_resource::{BindGroupEntries, PipelineCache, RenderPassDescriptor}, renderer::RenderContext, view::{ViewDepthTexture, ViewTarget, ViewUniformOffset}, }; use super::{OitResolveBindGroup, OitResolvePipeline, OitResolvePipelineId}; /// Render label for the OIT resolve pass. #[derive(RenderLabel, Debug, Clone, Hash, PartialEq, Eq)] pub struct OitResolvePass; /// The node that executes the OIT resolve pass. #[derive(Default)] pub struct OitResolveNode; impl ViewNode for OitResolveNode { type ViewQuery = ( &'static ExtractedCamera, &'static ViewTarget, &'static ViewUniformOffset, &'static OitResolvePipelineId, &'static ViewDepthTexture, Option<&'static MainPassResolutionOverride>, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (camera, view_target, view_uniform, oit_resolve_pipeline_id, depth, resolution_override): QueryItem< Self::ViewQuery, >, world: &World, ) -> Result<(), NodeRunError> { let Some(resolve_pipeline) = world.get_resource::<OitResolvePipeline>() else { return Ok(()); }; // resolve oit // sorts the layers and renders the final blended color to the screen { let pipeline_cache = world.resource::<PipelineCache>(); let bind_group = world.resource::<OitResolveBindGroup>(); let Some(pipeline) = pipeline_cache.get_render_pipeline(oit_resolve_pipeline_id.0) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let depth_bind_group = render_context.render_device().create_bind_group( "oit_resolve_depth_bind_group", &pipeline_cache .get_bind_group_layout(&resolve_pipeline.oit_depth_bind_group_layout), &BindGroupEntries::single(depth.view()), ); let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("oit_resolve"), color_attachments: &[Some(view_target.get_color_attachment())], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut render_pass, "oit_resolve"); if let Some(viewport) = Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override) { render_pass.set_camera_viewport(&viewport); } render_pass.set_render_pipeline(pipeline); render_pass.set_bind_group(0, bind_group, &[view_uniform.offset]); render_pass.set_bind_group(1, &depth_bind_group, &[]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); } Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/oit/resolve/mod.rs
crates/bevy_core_pipeline/src/oit/resolve/mod.rs
use super::OitBuffers; use crate::{oit::OrderIndependentTransparencySettings, FullscreenShader}; use bevy_app::Plugin; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer}; use bevy_derive::Deref; use bevy_ecs::{ entity::{EntityHashMap, EntityHashSet}, prelude::*, }; use bevy_image::BevyDefault as _; use bevy_render::{ render_resource::{ binding_types::{storage_buffer_sized, texture_depth_2d, uniform_buffer}, BindGroup, BindGroupEntries, BindGroupLayoutDescriptor, BindGroupLayoutEntries, BlendComponent, BlendState, CachedRenderPipelineId, ColorTargetState, ColorWrites, DownlevelFlags, FragmentState, PipelineCache, RenderPipelineDescriptor, ShaderStages, TextureFormat, }, renderer::{RenderAdapter, RenderDevice}, view::{ExtractedView, ViewTarget, ViewUniform, ViewUniforms}, Render, RenderApp, RenderSystems, }; use bevy_shader::ShaderDefVal; use bevy_utils::default; use tracing::warn; /// Contains the render node used to run the resolve pass. pub mod node; /// Minimum required value of `wgpu::Limits::max_storage_buffers_per_shader_stage`. pub const OIT_REQUIRED_STORAGE_BUFFERS: u32 = 2; /// Plugin needed to resolve the Order Independent Transparency (OIT) buffer to the screen. pub struct OitResolvePlugin; impl Plugin for OitResolvePlugin { fn build(&self, app: &mut bevy_app::App) { embedded_asset!(app, "oit_resolve.wgsl"); } fn finish(&self, app: &mut bevy_app::App) { let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; if !is_oit_supported( render_app.world().resource::<RenderAdapter>(), render_app.world().resource::<RenderDevice>(), true, ) { return; } render_app .add_systems( Render, ( queue_oit_resolve_pipeline.in_set(RenderSystems::Queue), prepare_oit_resolve_bind_group.in_set(RenderSystems::PrepareBindGroups), ), ) .insert_resource(OitResolvePipeline::new()); } } pub fn is_oit_supported(adapter: &RenderAdapter, device: &RenderDevice, warn: bool) -> bool { if !adapter .get_downlevel_capabilities() .flags .contains(DownlevelFlags::FRAGMENT_WRITABLE_STORAGE) { if warn { warn!("OrderIndependentTransparencyPlugin not loaded. GPU lacks support: DownlevelFlags::FRAGMENT_WRITABLE_STORAGE."); } return false; } let max_storage_buffers_per_shader_stage = device.limits().max_storage_buffers_per_shader_stage; if max_storage_buffers_per_shader_stage < OIT_REQUIRED_STORAGE_BUFFERS { if warn { warn!( max_storage_buffers_per_shader_stage, OIT_REQUIRED_STORAGE_BUFFERS, "OrderIndependentTransparencyPlugin not loaded. RenderDevice lacks support: max_storage_buffers_per_shader_stage < OIT_REQUIRED_STORAGE_BUFFERS." ); } return false; } true } /// Bind group for the OIT resolve pass. #[derive(Resource, Deref)] pub struct OitResolveBindGroup(pub BindGroup); /// Bind group layouts used for the OIT resolve pass. #[derive(Resource)] pub struct OitResolvePipeline { /// View bind group layout. pub view_bind_group_layout: BindGroupLayoutDescriptor, /// Depth bind group layout. pub oit_depth_bind_group_layout: BindGroupLayoutDescriptor, } impl OitResolvePipeline { fn new() -> Self { let view_bind_group_layout = BindGroupLayoutDescriptor::new( "oit_resolve_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( uniform_buffer::<ViewUniform>(true), // layers storage_buffer_sized(false, None), // layer ids storage_buffer_sized(false, None), ), ), ); let oit_depth_bind_group_layout = BindGroupLayoutDescriptor::new( "oit_depth_bind_group_layout", &BindGroupLayoutEntries::single(ShaderStages::FRAGMENT, texture_depth_2d()), ); OitResolvePipeline { view_bind_group_layout, oit_depth_bind_group_layout, } } } #[derive(Component, Deref, Clone, Copy)] pub struct OitResolvePipelineId(pub CachedRenderPipelineId); /// This key is used to cache the pipeline id and to specialize the render pipeline descriptor. #[derive(Debug, PartialEq, Eq, Clone, Copy)] pub struct OitResolvePipelineKey { hdr: bool, layer_count: i32, } pub fn queue_oit_resolve_pipeline( mut commands: Commands, pipeline_cache: Res<PipelineCache>, resolve_pipeline: Res<OitResolvePipeline>, views: Query< ( Entity, &ExtractedView, &OrderIndependentTransparencySettings, ), With<OrderIndependentTransparencySettings>, >, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, // Store the key with the id to make the clean up logic easier. // This also means it will always replace the entry if the key changes so nothing to clean up. mut cached_pipeline_id: Local<EntityHashMap<(OitResolvePipelineKey, CachedRenderPipelineId)>>, ) { let mut current_view_entities = EntityHashSet::default(); for (e, view, oit_settings) in &views { current_view_entities.insert(e); let key = OitResolvePipelineKey { hdr: view.hdr, layer_count: oit_settings.layer_count, }; if let Some((cached_key, id)) = cached_pipeline_id.get(&e) && *cached_key == key { commands.entity(e).insert(OitResolvePipelineId(*id)); continue; } let desc = specialize_oit_resolve_pipeline( key, &resolve_pipeline, &fullscreen_shader, &asset_server, ); let pipeline_id = pipeline_cache.queue_render_pipeline(desc); commands.entity(e).insert(OitResolvePipelineId(pipeline_id)); cached_pipeline_id.insert(e, (key, pipeline_id)); } // Clear cache for views that don't exist anymore. for e in cached_pipeline_id.keys().copied().collect::<Vec<_>>() { if !current_view_entities.contains(&e) { cached_pipeline_id.remove(&e); } } } fn specialize_oit_resolve_pipeline( key: OitResolvePipelineKey, resolve_pipeline: &OitResolvePipeline, fullscreen_shader: &FullscreenShader, asset_server: &AssetServer, ) -> RenderPipelineDescriptor { let format = if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }; RenderPipelineDescriptor { label: Some("oit_resolve_pipeline".into()), layout: vec![ resolve_pipeline.view_bind_group_layout.clone(), resolve_pipeline.oit_depth_bind_group_layout.clone(), ], fragment: Some(FragmentState { shader: load_embedded_asset!(asset_server, "oit_resolve.wgsl"), shader_defs: vec![ShaderDefVal::UInt( "LAYER_COUNT".into(), key.layer_count as u32, )], targets: vec![Some(ColorTargetState { format, blend: Some(BlendState { color: BlendComponent::OVER, alpha: BlendComponent::OVER, }), write_mask: ColorWrites::ALL, })], ..default() }), vertex: fullscreen_shader.to_vertex_state(), ..default() } } pub fn prepare_oit_resolve_bind_group( mut commands: Commands, resolve_pipeline: Res<OitResolvePipeline>, render_device: Res<RenderDevice>, view_uniforms: Res<ViewUniforms>, pipeline_cache: Res<PipelineCache>, buffers: Res<OitBuffers>, ) { if let (Some(binding), Some(layers_binding), Some(layer_ids_binding)) = ( view_uniforms.uniforms.binding(), buffers.layers.binding(), buffers.layer_ids.binding(), ) { let bind_group = render_device.create_bind_group( "oit_resolve_bind_group", &pipeline_cache.get_bind_group_layout(&resolve_pipeline.view_bind_group_layout), &BindGroupEntries::sequential((binding.clone(), layers_binding, layer_ids_binding)), ); commands.insert_resource(OitResolveBindGroup(bind_group)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/skybox/prepass.rs
crates/bevy_core_pipeline/src/skybox/prepass.rs
//! Adds motion vector support to skyboxes. See [`SkyboxPrepassPipeline`] for details. use bevy_asset::{load_embedded_asset, AssetServer, Handle}; use bevy_ecs::{ component::Component, entity::Entity, query::{Has, With}, resource::Resource, system::{Commands, Query, Res, ResMut}, }; use bevy_render::{ render_resource::{ binding_types::uniform_buffer, BindGroup, BindGroupEntries, BindGroupLayoutDescriptor, BindGroupLayoutEntries, CachedRenderPipelineId, CompareFunction, DepthStencilState, FragmentState, MultisampleState, PipelineCache, RenderPipelineDescriptor, ShaderStages, SpecializedRenderPipeline, SpecializedRenderPipelines, }, renderer::RenderDevice, view::{Msaa, ViewUniform, ViewUniforms}, }; use bevy_shader::Shader; use bevy_utils::prelude::default; use crate::{ core_3d::CORE_3D_DEPTH_FORMAT, prepass::{ prepass_target_descriptors, MotionVectorPrepass, NormalPrepass, PreviousViewData, PreviousViewUniforms, }, FullscreenShader, Skybox, }; /// This pipeline writes motion vectors to the prepass for all [`Skybox`]es. /// /// This allows features like motion blur and TAA to work correctly on the skybox. Without this, for /// example, motion blur would not be applied to the skybox when the camera is rotated and motion /// blur is enabled. #[derive(Resource)] pub struct SkyboxPrepassPipeline { bind_group_layout: BindGroupLayoutDescriptor, fullscreen_shader: FullscreenShader, fragment_shader: Handle<Shader>, } /// Used to specialize the [`SkyboxPrepassPipeline`]. #[derive(PartialEq, Eq, Hash, Clone, Copy)] pub struct SkyboxPrepassPipelineKey { samples: u32, normal_prepass: bool, } /// Stores the ID for a camera's specialized pipeline, so it can be retrieved from the /// [`PipelineCache`]. #[derive(Component)] pub struct RenderSkyboxPrepassPipeline(pub CachedRenderPipelineId); /// Stores the [`SkyboxPrepassPipeline`] bind group for a camera. This is later used by the prepass /// render graph node to add this binding to the prepass's render pass. #[derive(Component)] pub struct SkyboxPrepassBindGroup(pub BindGroup); pub fn init_skybox_prepass_pipeline( mut commands: Commands, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, ) { commands.insert_resource(SkyboxPrepassPipeline { bind_group_layout: BindGroupLayoutDescriptor::new( "skybox_prepass_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( uniform_buffer::<ViewUniform>(true), uniform_buffer::<PreviousViewData>(true), ), ), ), fullscreen_shader: fullscreen_shader.clone(), fragment_shader: load_embedded_asset!(asset_server.as_ref(), "skybox_prepass.wgsl"), }); } impl SpecializedRenderPipeline for SkyboxPrepassPipeline { type Key = SkyboxPrepassPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { RenderPipelineDescriptor { label: Some("skybox_prepass_pipeline".into()), layout: vec![self.bind_group_layout.clone()], vertex: self.fullscreen_shader.to_vertex_state(), depth_stencil: Some(DepthStencilState { format: CORE_3D_DEPTH_FORMAT, depth_write_enabled: false, depth_compare: CompareFunction::GreaterEqual, stencil: default(), bias: default(), }), multisample: MultisampleState { count: key.samples, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(FragmentState { shader: self.fragment_shader.clone(), targets: prepass_target_descriptors(key.normal_prepass, true, false), ..default() }), ..default() } } } /// Specialize and cache the [`SkyboxPrepassPipeline`] for each camera with a [`Skybox`]. pub fn prepare_skybox_prepass_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut pipelines: ResMut<SpecializedRenderPipelines<SkyboxPrepassPipeline>>, pipeline: Res<SkyboxPrepassPipeline>, views: Query<(Entity, Has<NormalPrepass>, &Msaa), (With<Skybox>, With<MotionVectorPrepass>)>, ) { for (entity, normal_prepass, msaa) in &views { let pipeline_key = SkyboxPrepassPipelineKey { samples: msaa.samples(), normal_prepass, }; let render_skybox_prepass_pipeline = pipelines.specialize(&pipeline_cache, &pipeline, pipeline_key); commands .entity(entity) .insert(RenderSkyboxPrepassPipeline(render_skybox_prepass_pipeline)); } } /// Creates the required bind groups for the [`SkyboxPrepassPipeline`]. This binds the view uniforms /// from the CPU for access in the prepass shader on the GPU, allowing us to compute camera motion /// between frames. This is then stored in the [`SkyboxPrepassBindGroup`] component on the camera. pub fn prepare_skybox_prepass_bind_groups( mut commands: Commands, pipeline: Res<SkyboxPrepassPipeline>, view_uniforms: Res<ViewUniforms>, prev_view_uniforms: Res<PreviousViewUniforms>, render_device: Res<RenderDevice>, pipeline_cache: Res<PipelineCache>, views: Query<Entity, (With<Skybox>, With<MotionVectorPrepass>)>, ) { for entity in &views { let (Some(view_uniforms), Some(prev_view_uniforms)) = ( view_uniforms.uniforms.binding(), prev_view_uniforms.uniforms.binding(), ) else { continue; }; let bind_group = render_device.create_bind_group( "skybox_prepass_bind_group", &pipeline_cache.get_bind_group_layout(&pipeline.bind_group_layout), &BindGroupEntries::sequential((view_uniforms, prev_view_uniforms)), ); commands .entity(entity) .insert(SkyboxPrepassBindGroup(bind_group)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/skybox/mod.rs
crates/bevy_core_pipeline/src/skybox/mod.rs
use bevy_app::{App, Plugin}; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer, Handle}; use bevy_camera::Exposure; use bevy_ecs::{ prelude::{Component, Entity}, query::{QueryItem, With}, reflect::ReflectComponent, resource::Resource, schedule::IntoScheduleConfigs, system::{Commands, Query, Res, ResMut}, }; use bevy_image::{BevyDefault, Image}; use bevy_math::{Mat4, Quat}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ extract_component::{ ComponentUniforms, DynamicUniformIndex, ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin, }, render_asset::RenderAssets, render_resource::{ binding_types::{sampler, texture_cube, uniform_buffer}, *, }, renderer::RenderDevice, texture::GpuImage, view::{ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniforms}, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::Shader; use bevy_transform::components::Transform; use bevy_utils::default; use prepass::SkyboxPrepassPipeline; use crate::{ core_3d::CORE_3D_DEPTH_FORMAT, prepass::PreviousViewUniforms, skybox::prepass::init_skybox_prepass_pipeline, }; pub mod prepass; pub struct SkyboxPlugin; impl Plugin for SkyboxPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "skybox.wgsl"); embedded_asset!(app, "skybox_prepass.wgsl"); app.add_plugins(( ExtractComponentPlugin::<Skybox>::default(), UniformComponentPlugin::<SkyboxUniforms>::default(), )); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<SpecializedRenderPipelines<SkyboxPipeline>>() .init_resource::<SpecializedRenderPipelines<SkyboxPrepassPipeline>>() .init_resource::<PreviousViewUniforms>() .add_systems( RenderStartup, (init_skybox_pipeline, init_skybox_prepass_pipeline), ) .add_systems( Render, ( prepare_skybox_pipelines.in_set(RenderSystems::Prepare), prepass::prepare_skybox_prepass_pipelines.in_set(RenderSystems::Prepare), prepare_skybox_bind_groups.in_set(RenderSystems::PrepareBindGroups), prepass::prepare_skybox_prepass_bind_groups .in_set(RenderSystems::PrepareBindGroups), ), ); } } /// Adds a skybox to a 3D camera, based on a cubemap texture. /// /// Note that this component does not (currently) affect the scene's lighting. /// To do so, use `EnvironmentMapLight` alongside this component. /// /// See also <https://en.wikipedia.org/wiki/Skybox_(video_games)>. #[derive(Component, Clone, Reflect)] #[reflect(Component, Default, Clone)] pub struct Skybox { pub image: Handle<Image>, /// Scale factor applied to the skybox image. /// After applying this multiplier to the image samples, the resulting values should /// be in units of [cd/m^2](https://en.wikipedia.org/wiki/Candela_per_square_metre). pub brightness: f32, /// View space rotation applied to the skybox cubemap. /// This is useful for users who require a different axis, such as the Z-axis, to serve /// as the vertical axis. pub rotation: Quat, } impl Default for Skybox { fn default() -> Self { Skybox { image: Handle::default(), brightness: 0.0, rotation: Quat::IDENTITY, } } } impl ExtractComponent for Skybox { type QueryData = (&'static Self, Option<&'static Exposure>); type QueryFilter = (); type Out = (Self, SkyboxUniforms); fn extract_component( (skybox, exposure): QueryItem<'_, '_, Self::QueryData>, ) -> Option<Self::Out> { let exposure = exposure .map(Exposure::exposure) .unwrap_or_else(|| Exposure::default().exposure()); Some(( skybox.clone(), SkyboxUniforms { brightness: skybox.brightness * exposure, transform: Transform::from_rotation(skybox.rotation.inverse()).to_matrix(), #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_8b: 0, #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_12b: 0, #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_16b: 0, }, )) } } // TODO: Replace with a push constant once WebGPU gets support for that #[derive(Component, ShaderType, Clone)] pub struct SkyboxUniforms { brightness: f32, transform: Mat4, #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_8b: u32, #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_12b: u32, #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] _wasm_padding_16b: u32, } #[derive(Resource)] struct SkyboxPipeline { bind_group_layout: BindGroupLayoutDescriptor, shader: Handle<Shader>, } impl SkyboxPipeline { fn new(shader: Handle<Shader>) -> Self { Self { bind_group_layout: BindGroupLayoutDescriptor::new( "skybox_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_cube(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), uniform_buffer::<ViewUniform>(true) .visibility(ShaderStages::VERTEX_FRAGMENT), uniform_buffer::<SkyboxUniforms>(true), ), ), ), shader, } } } fn init_skybox_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) { let shader = load_embedded_asset!(asset_server.as_ref(), "skybox.wgsl"); commands.insert_resource(SkyboxPipeline::new(shader)); } #[derive(PartialEq, Eq, Hash, Clone, Copy)] struct SkyboxPipelineKey { hdr: bool, samples: u32, depth_format: TextureFormat, } impl SpecializedRenderPipeline for SkyboxPipeline { type Key = SkyboxPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { RenderPipelineDescriptor { label: Some("skybox_pipeline".into()), layout: vec![self.bind_group_layout.clone()], vertex: VertexState { shader: self.shader.clone(), ..default() }, depth_stencil: Some(DepthStencilState { format: key.depth_format, depth_write_enabled: false, depth_compare: CompareFunction::GreaterEqual, stencil: StencilState { front: StencilFaceState::IGNORE, back: StencilFaceState::IGNORE, read_mask: 0, write_mask: 0, }, bias: DepthBiasState { constant: 0, slope_scale: 0.0, clamp: 0.0, }, }), multisample: MultisampleState { count: key.samples, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(FragmentState { shader: self.shader.clone(), targets: vec![Some(ColorTargetState { format: if key.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, // BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases. blend: None, write_mask: ColorWrites::ALL, })], ..default() }), ..default() } } } #[derive(Component)] pub struct SkyboxPipelineId(pub CachedRenderPipelineId); fn prepare_skybox_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut pipelines: ResMut<SpecializedRenderPipelines<SkyboxPipeline>>, pipeline: Res<SkyboxPipeline>, views: Query<(Entity, &ExtractedView, &Msaa), With<Skybox>>, ) { for (entity, view, msaa) in &views { let pipeline_id = pipelines.specialize( &pipeline_cache, &pipeline, SkyboxPipelineKey { hdr: view.hdr, samples: msaa.samples(), depth_format: CORE_3D_DEPTH_FORMAT, }, ); commands .entity(entity) .insert(SkyboxPipelineId(pipeline_id)); } } #[derive(Component)] pub struct SkyboxBindGroup(pub (BindGroup, u32)); fn prepare_skybox_bind_groups( mut commands: Commands, pipeline: Res<SkyboxPipeline>, view_uniforms: Res<ViewUniforms>, skybox_uniforms: Res<ComponentUniforms<SkyboxUniforms>>, images: Res<RenderAssets<GpuImage>>, render_device: Res<RenderDevice>, pipeline_cache: Res<PipelineCache>, views: Query<(Entity, &Skybox, &DynamicUniformIndex<SkyboxUniforms>)>, ) { for (entity, skybox, skybox_uniform_index) in &views { if let (Some(skybox), Some(view_uniforms), Some(skybox_uniforms)) = ( images.get(&skybox.image), view_uniforms.uniforms.binding(), skybox_uniforms.binding(), ) { let bind_group = render_device.create_bind_group( "skybox_bind_group", &pipeline_cache.get_bind_group_layout(&pipeline.bind_group_layout), &BindGroupEntries::sequential(( &skybox.texture_view, &skybox.sampler, view_uniforms, skybox_uniforms, )), ); commands .entity(entity) .insert(SkyboxBindGroup((bind_group, skybox_uniform_index.index()))); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/core_3d/main_transparent_pass_3d_node.rs
crates/bevy_core_pipeline/src/core_3d/main_transparent_pass_3d_node.rs
use crate::core_3d::Transparent3d; use bevy_camera::{MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_phase::ViewSortedRenderPhases, render_resource::{RenderPassDescriptor, StoreOp}, renderer::RenderContext, view::{ExtractedView, ViewDepthTexture, ViewTarget}, }; use tracing::error; #[cfg(feature = "trace")] use tracing::info_span; /// A [`bevy_render::render_graph::Node`] that runs the [`Transparent3d`] /// [`ViewSortedRenderPhases`]. #[derive(Default)] pub struct MainTransparentPass3dNode; impl ViewNode for MainTransparentPass3dNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, &'static ViewDepthTexture, Option<&'static MainPassResolutionOverride>, ); fn run( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext, (camera, view, target, depth, resolution_override): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let view_entity = graph.view_entity(); let Some(transparent_phases) = world.get_resource::<ViewSortedRenderPhases<Transparent3d>>() else { return Ok(()); }; let Some(transparent_phase) = transparent_phases.get(&view.retained_view_entity) else { return Ok(()); }; if !transparent_phase.items.is_empty() { // Run the transparent pass, sorted back-to-front // NOTE: Scoped to drop the mutable borrow of render_context #[cfg(feature = "trace")] let _main_transparent_pass_3d_span = info_span!("main_transparent_pass_3d").entered(); let diagnostics = render_context.diagnostic_recorder(); let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("main_transparent_pass_3d"), color_attachments: &[Some(target.get_color_attachment())], // NOTE: For the transparent pass we load the depth buffer. There should be no // need to write to it, but store is set to `true` as a workaround for issue #3776, // https://github.com/bevyengine/bevy/issues/3776 // so that wgpu does not clear the depth buffer. // As the opaque and alpha mask passes run first, opaque meshes can occlude // transparent ones. depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)), timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut render_pass, "main_transparent_pass_3d"); if let Some(viewport) = Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override) { render_pass.set_camera_viewport(&viewport); } if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the transparent phase {err:?}"); } pass_span.end(&mut render_pass); } // WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't // reset for the next render pass so add an empty render pass without a custom viewport #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))] if camera.viewport.is_some() { #[cfg(feature = "trace")] let _reset_viewport_pass_3d = info_span!("reset_viewport_pass_3d").entered(); let pass_descriptor = RenderPassDescriptor { label: Some("reset_viewport_pass_3d"), color_attachments: &[Some(target.get_color_attachment())], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }; render_context .command_encoder() .begin_render_pass(&pass_descriptor); } Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/core_3d/mod.rs
crates/bevy_core_pipeline/src/core_3d/mod.rs
mod main_opaque_pass_3d_node; mod main_transmissive_pass_3d_node; mod main_transparent_pass_3d_node; pub mod graph { use bevy_render::render_graph::{RenderLabel, RenderSubGraph}; #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderSubGraph)] pub struct Core3d; pub mod input { pub const VIEW_ENTITY: &str = "view_entity"; } #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)] pub enum Node3d { MsaaWriteback, EarlyPrepass, EarlyDownsampleDepth, LatePrepass, EarlyDeferredPrepass, LateDeferredPrepass, CopyDeferredLightingId, EndPrepasses, StartMainPass, MainOpaquePass, MainTransmissivePass, MainTransparentPass, EndMainPass, Wireframe, StartMainPassPostProcessing, LateDownsampleDepth, MotionBlur, Taa, DlssSuperResolution, DlssRayReconstruction, Bloom, AutoExposure, DepthOfField, PostProcessing, Tonemapping, Fxaa, Smaa, Upscaling, ContrastAdaptiveSharpening, EndMainPassPostProcessing, } } // PERF: vulkan docs recommend using 24 bit depth for better performance pub const CORE_3D_DEPTH_FORMAT: TextureFormat = TextureFormat::Depth32Float; /// True if multisampled depth textures are supported on this platform. /// /// In theory, Naga supports depth textures on WebGL 2. In practice, it doesn't, /// because of a silly bug whereby Naga assumes that all depth textures are /// `sampler2DShadow` and will cheerfully generate invalid GLSL that tries to /// perform non-percentage-closer-filtering with such a sampler. Therefore we /// disable depth of field and screen space reflections entirely on WebGL 2. #[cfg(not(any(feature = "webgpu", not(target_arch = "wasm32"))))] pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false; /// True if multisampled depth textures are supported on this platform. /// /// In theory, Naga supports depth textures on WebGL 2. In practice, it doesn't, /// because of a silly bug whereby Naga assumes that all depth textures are /// `sampler2DShadow` and will cheerfully generate invalid GLSL that tries to /// perform non-percentage-closer-filtering with such a sampler. Therefore we /// disable depth of field and screen space reflections entirely on WebGL 2. #[cfg(any(feature = "webgpu", not(target_arch = "wasm32")))] pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true; use core::ops::Range; use bevy_camera::{Camera, Camera3d, Camera3dDepthLoadOp}; use bevy_diagnostic::FrameCount; use bevy_render::{ batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport}, camera::CameraRenderGraph, experimental::occlusion_culling::OcclusionCulling, mesh::allocator::SlabId, render_phase::PhaseItemBatchSetKey, texture::CachedTexture, view::{prepare_view_targets, NoIndirectDrawing, RetainedViewEntity}, }; pub use main_opaque_pass_3d_node::*; pub use main_transparent_pass_3d_node::*; use bevy_app::{App, Plugin, PostUpdate}; use bevy_asset::UntypedAssetId; use bevy_color::LinearRgba; use bevy_ecs::prelude::*; use bevy_image::{BevyDefault, ToExtents}; use bevy_math::FloatOrd; use bevy_platform::collections::{HashMap, HashSet}; use bevy_render::{ camera::ExtractedCamera, extract_component::ExtractComponentPlugin, prelude::Msaa, render_graph::{EmptyNode, RenderGraphExt, ViewNodeRunner}, render_phase::{ sort_phase_system, BinnedPhaseItem, CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, PhaseItem, PhaseItemExtraIndex, SortedPhaseItem, ViewBinnedRenderPhases, ViewSortedRenderPhases, }, render_resource::{ CachedRenderPipelineId, FilterMode, Sampler, SamplerDescriptor, Texture, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, TextureView, }, renderer::RenderDevice, sync_world::{MainEntity, RenderEntity}, texture::{ColorAttachment, TextureCache}, view::{ExtractedView, ViewDepthTexture, ViewTarget}, Extract, ExtractSchedule, Render, RenderApp, RenderSystems, }; use nonmax::NonMaxU32; use tracing::warn; use crate::{ core_3d::main_transmissive_pass_3d_node::MainTransmissivePass3dNode, deferred::{ copy_lighting_id::CopyDeferredLightingIdNode, node::{EarlyDeferredGBufferPrepassNode, LateDeferredGBufferPrepassNode}, AlphaMask3dDeferred, Opaque3dDeferred, DEFERRED_LIGHTING_PASS_ID_FORMAT, DEFERRED_PREPASS_FORMAT, }, prepass::{ node::{EarlyPrepassNode, LatePrepassNode}, AlphaMask3dPrepass, DeferredPrepass, DeferredPrepassDoubleBuffer, DepthPrepass, DepthPrepassDoubleBuffer, MotionVectorPrepass, NormalPrepass, Opaque3dPrepass, OpaqueNoLightmap3dBatchSetKey, OpaqueNoLightmap3dBinKey, ViewPrepassTextures, MOTION_VECTOR_PREPASS_FORMAT, NORMAL_PREPASS_FORMAT, }, skybox::SkyboxPlugin, tonemapping::{DebandDither, Tonemapping, TonemappingNode}, upscaling::UpscalingNode, }; use self::graph::{Core3d, Node3d}; pub struct Core3dPlugin; impl Plugin for Core3dPlugin { fn build(&self, app: &mut App) { app.register_required_components_with::<Camera3d, DebandDither>(|| DebandDither::Enabled) .register_required_components_with::<Camera3d, CameraRenderGraph>(|| { CameraRenderGraph::new(Core3d) }) .register_required_components::<Camera3d, Tonemapping>() .add_plugins((SkyboxPlugin, ExtractComponentPlugin::<Camera3d>::default())) .add_systems(PostUpdate, check_msaa); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<DrawFunctions<Opaque3d>>() .init_resource::<DrawFunctions<AlphaMask3d>>() .init_resource::<DrawFunctions<Transmissive3d>>() .init_resource::<DrawFunctions<Transparent3d>>() .init_resource::<DrawFunctions<Opaque3dPrepass>>() .init_resource::<DrawFunctions<AlphaMask3dPrepass>>() .init_resource::<DrawFunctions<Opaque3dDeferred>>() .init_resource::<DrawFunctions<AlphaMask3dDeferred>>() .init_resource::<ViewBinnedRenderPhases<Opaque3d>>() .init_resource::<ViewBinnedRenderPhases<AlphaMask3d>>() .init_resource::<ViewBinnedRenderPhases<Opaque3dPrepass>>() .init_resource::<ViewBinnedRenderPhases<AlphaMask3dPrepass>>() .init_resource::<ViewBinnedRenderPhases<Opaque3dDeferred>>() .init_resource::<ViewBinnedRenderPhases<AlphaMask3dDeferred>>() .init_resource::<ViewSortedRenderPhases<Transmissive3d>>() .init_resource::<ViewSortedRenderPhases<Transparent3d>>() .add_systems(ExtractSchedule, extract_core_3d_camera_phases) .add_systems(ExtractSchedule, extract_camera_prepass_phase) .add_systems( Render, ( sort_phase_system::<Transmissive3d>.in_set(RenderSystems::PhaseSort), sort_phase_system::<Transparent3d>.in_set(RenderSystems::PhaseSort), configure_occlusion_culling_view_targets .after(prepare_view_targets) .in_set(RenderSystems::ManageViews), prepare_core_3d_depth_textures.in_set(RenderSystems::PrepareResources), prepare_core_3d_transmission_textures.in_set(RenderSystems::PrepareResources), prepare_prepass_textures.in_set(RenderSystems::PrepareResources), ), ); render_app .add_render_sub_graph(Core3d) .add_render_graph_node::<ViewNodeRunner<EarlyPrepassNode>>(Core3d, Node3d::EarlyPrepass) .add_render_graph_node::<ViewNodeRunner<LatePrepassNode>>(Core3d, Node3d::LatePrepass) .add_render_graph_node::<ViewNodeRunner<EarlyDeferredGBufferPrepassNode>>( Core3d, Node3d::EarlyDeferredPrepass, ) .add_render_graph_node::<ViewNodeRunner<LateDeferredGBufferPrepassNode>>( Core3d, Node3d::LateDeferredPrepass, ) .add_render_graph_node::<ViewNodeRunner<CopyDeferredLightingIdNode>>( Core3d, Node3d::CopyDeferredLightingId, ) .add_render_graph_node::<EmptyNode>(Core3d, Node3d::EndPrepasses) .add_render_graph_node::<EmptyNode>(Core3d, Node3d::StartMainPass) .add_render_graph_node::<ViewNodeRunner<MainOpaquePass3dNode>>( Core3d, Node3d::MainOpaquePass, ) .add_render_graph_node::<ViewNodeRunner<MainTransmissivePass3dNode>>( Core3d, Node3d::MainTransmissivePass, ) .add_render_graph_node::<ViewNodeRunner<MainTransparentPass3dNode>>( Core3d, Node3d::MainTransparentPass, ) .add_render_graph_node::<EmptyNode>(Core3d, Node3d::EndMainPass) .add_render_graph_node::<EmptyNode>(Core3d, Node3d::StartMainPassPostProcessing) .add_render_graph_node::<ViewNodeRunner<TonemappingNode>>(Core3d, Node3d::Tonemapping) .add_render_graph_node::<EmptyNode>(Core3d, Node3d::EndMainPassPostProcessing) .add_render_graph_node::<ViewNodeRunner<UpscalingNode>>(Core3d, Node3d::Upscaling) .add_render_graph_edges( Core3d, ( Node3d::EarlyPrepass, Node3d::EarlyDeferredPrepass, Node3d::LatePrepass, Node3d::LateDeferredPrepass, Node3d::CopyDeferredLightingId, Node3d::EndPrepasses, Node3d::StartMainPass, Node3d::MainOpaquePass, Node3d::MainTransmissivePass, Node3d::MainTransparentPass, Node3d::EndMainPass, Node3d::StartMainPassPostProcessing, Node3d::Tonemapping, Node3d::EndMainPassPostProcessing, Node3d::Upscaling, ), ); } } /// Opaque 3D [`BinnedPhaseItem`]s. pub struct Opaque3d { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: Opaque3dBatchSetKey, /// The key, which determines which can be batched. pub bin_key: Opaque3dBinKey, /// An entity from which data will be fetched, including the mesh if /// applicable. pub representative_entity: (Entity, MainEntity), /// The ranges of instances. pub batch_range: Range<u32>, /// An extra index, which is either a dynamic offset or an index in the /// indirect parameters list. pub extra_index: PhaseItemExtraIndex, } /// Information that must be identical in order to place opaque meshes in the /// same *batch set*. /// /// A batch set is a set of batches that can be multi-drawn together, if /// multi-draw is in use. #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct Opaque3dBatchSetKey { /// The identifier of the render pipeline. pub pipeline: CachedRenderPipelineId, /// The function used to draw. pub draw_function: DrawFunctionId, /// The ID of a bind group specific to the material instance. /// /// In the case of PBR, this is the `MaterialBindGroupIndex`. pub material_bind_group_index: Option<u32>, /// The ID of the slab of GPU memory that contains vertex data. /// /// For non-mesh items, you can fill this with 0 if your items can be /// multi-drawn, or with a unique value if they can't. pub vertex_slab: SlabId, /// The ID of the slab of GPU memory that contains index data, if present. /// /// For non-mesh items, you can safely fill this with `None`. pub index_slab: Option<SlabId>, /// Index of the slab that the lightmap resides in, if a lightmap is /// present. pub lightmap_slab: Option<NonMaxU32>, } impl PhaseItemBatchSetKey for Opaque3dBatchSetKey { fn indexed(&self) -> bool { self.index_slab.is_some() } } /// Data that must be identical in order to *batch* phase items together. /// /// Note that a *batch set* (if multi-draw is in use) contains multiple batches. #[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct Opaque3dBinKey { /// The asset that this phase item is associated with. /// /// Normally, this is the ID of the mesh, but for non-mesh items it might be /// the ID of another type of asset. pub asset_id: UntypedAssetId, } impl PhaseItem for Opaque3d { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } #[inline] fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for Opaque3d { type BatchSetKey = Opaque3dBatchSetKey; type BinKey = Opaque3dBinKey; #[inline] fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Opaque3d { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for Opaque3d { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } pub struct AlphaMask3d { /// Determines which objects can be placed into a *batch set*. /// /// Objects in a single batch set can potentially be multi-drawn together, /// if it's enabled and the current platform supports it. pub batch_set_key: OpaqueNoLightmap3dBatchSetKey, /// The key, which determines which can be batched. pub bin_key: OpaqueNoLightmap3dBinKey, pub representative_entity: (Entity, MainEntity), pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, } impl PhaseItem for AlphaMask3d { #[inline] fn entity(&self) -> Entity { self.representative_entity.0 } fn main_entity(&self) -> MainEntity { self.representative_entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.batch_set_key.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl BinnedPhaseItem for AlphaMask3d { type BinKey = OpaqueNoLightmap3dBinKey; type BatchSetKey = OpaqueNoLightmap3dBatchSetKey; #[inline] fn new( batch_set_key: Self::BatchSetKey, bin_key: Self::BinKey, representative_entity: (Entity, MainEntity), batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Self { Self { batch_set_key, bin_key, representative_entity, batch_range, extra_index, } } } impl CachedRenderPipelinePhaseItem for AlphaMask3d { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.batch_set_key.pipeline } } pub struct Transmissive3d { pub distance: f32, pub pipeline: CachedRenderPipelineId, pub entity: (Entity, MainEntity), pub draw_function: DrawFunctionId, pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, /// Whether the mesh in question is indexed (uses an index buffer in /// addition to its vertex buffer). pub indexed: bool, } impl PhaseItem for Transmissive3d { /// For now, automatic batching is disabled for transmissive items because their rendering is /// split into multiple steps depending on [`Camera3d::screen_space_specular_transmission_steps`], /// which the batching system doesn't currently know about. /// /// Having batching enabled would cause the same item to be drawn multiple times across different /// steps, whenever the batching range crossed a step boundary. /// /// Eventually, we could add support for this by having the batching system break up the batch ranges /// using the same logic as the transmissive pass, but for now it's simpler to just disable batching. const AUTOMATIC_BATCHING: bool = false; #[inline] fn entity(&self) -> Entity { self.entity.0 } #[inline] fn main_entity(&self) -> MainEntity { self.entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl SortedPhaseItem for Transmissive3d { // NOTE: Values increase towards the camera. Back-to-front ordering for transmissive means we need an ascending sort. type SortKey = FloatOrd; #[inline] fn sort_key(&self) -> Self::SortKey { FloatOrd(self.distance) } #[inline] fn sort(items: &mut [Self]) { radsort::sort_by_key(items, |item| item.distance); } #[inline] fn indexed(&self) -> bool { self.indexed } } impl CachedRenderPipelinePhaseItem for Transmissive3d { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.pipeline } } pub struct Transparent3d { pub distance: f32, pub pipeline: CachedRenderPipelineId, pub entity: (Entity, MainEntity), pub draw_function: DrawFunctionId, pub batch_range: Range<u32>, pub extra_index: PhaseItemExtraIndex, /// Whether the mesh in question is indexed (uses an index buffer in /// addition to its vertex buffer). pub indexed: bool, } impl PhaseItem for Transparent3d { #[inline] fn entity(&self) -> Entity { self.entity.0 } fn main_entity(&self) -> MainEntity { self.entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.draw_function } #[inline] fn batch_range(&self) -> &Range<u32> { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range<u32> { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl SortedPhaseItem for Transparent3d { // NOTE: Values increase towards the camera. Back-to-front ordering for transparent means we need an ascending sort. type SortKey = FloatOrd; #[inline] fn sort_key(&self) -> Self::SortKey { FloatOrd(self.distance) } #[inline] fn sort(items: &mut [Self]) { radsort::sort_by_key(items, |item| item.distance); } #[inline] fn indexed(&self) -> bool { self.indexed } } impl CachedRenderPipelinePhaseItem for Transparent3d { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.pipeline } } pub fn extract_core_3d_camera_phases( mut opaque_3d_phases: ResMut<ViewBinnedRenderPhases<Opaque3d>>, mut alpha_mask_3d_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3d>>, mut transmissive_3d_phases: ResMut<ViewSortedRenderPhases<Transmissive3d>>, mut transparent_3d_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>, cameras_3d: Extract<Query<(Entity, &Camera, Has<NoIndirectDrawing>), With<Camera3d>>>, mut live_entities: Local<HashSet<RetainedViewEntity>>, gpu_preprocessing_support: Res<GpuPreprocessingSupport>, ) { live_entities.clear(); for (main_entity, camera, no_indirect_drawing) in &cameras_3d { if !camera.is_active { continue; } // If GPU culling is in use, use it (and indirect mode); otherwise, just // preprocess the meshes. let gpu_preprocessing_mode = gpu_preprocessing_support.min(if !no_indirect_drawing { GpuPreprocessingMode::Culling } else { GpuPreprocessingMode::PreprocessingOnly }); // This is the main 3D camera, so use the first subview index (0). let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0); opaque_3d_phases.prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); alpha_mask_3d_phases.prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); transmissive_3d_phases.insert_or_clear(retained_view_entity); transparent_3d_phases.insert_or_clear(retained_view_entity); live_entities.insert(retained_view_entity); } opaque_3d_phases.retain(|view_entity, _| live_entities.contains(view_entity)); alpha_mask_3d_phases.retain(|view_entity, _| live_entities.contains(view_entity)); transmissive_3d_phases.retain(|view_entity, _| live_entities.contains(view_entity)); transparent_3d_phases.retain(|view_entity, _| live_entities.contains(view_entity)); } // Extract the render phases for the prepass pub fn extract_camera_prepass_phase( mut commands: Commands, mut opaque_3d_prepass_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>, mut alpha_mask_3d_prepass_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>, mut opaque_3d_deferred_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>, mut alpha_mask_3d_deferred_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dDeferred>>, cameras_3d: Extract< Query< ( Entity, RenderEntity, &Camera, Has<NoIndirectDrawing>, Has<DepthPrepass>, Has<NormalPrepass>, Has<MotionVectorPrepass>, Has<DeferredPrepass>, Has<DepthPrepassDoubleBuffer>, Has<DeferredPrepassDoubleBuffer>, ), With<Camera3d>, >, >, mut live_entities: Local<HashSet<RetainedViewEntity>>, gpu_preprocessing_support: Res<GpuPreprocessingSupport>, ) { live_entities.clear(); for ( main_entity, entity, camera, no_indirect_drawing, depth_prepass, normal_prepass, motion_vector_prepass, deferred_prepass, depth_prepass_double_buffer, deferred_prepass_double_buffer, ) in cameras_3d.iter() { if !camera.is_active { continue; } // If GPU culling is in use, use it (and indirect mode); otherwise, just // preprocess the meshes. let gpu_preprocessing_mode = gpu_preprocessing_support.min(if !no_indirect_drawing { GpuPreprocessingMode::Culling } else { GpuPreprocessingMode::PreprocessingOnly }); // This is the main 3D camera, so we use the first subview index (0). let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0); if depth_prepass || normal_prepass || motion_vector_prepass { opaque_3d_prepass_phases .prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); alpha_mask_3d_prepass_phases .prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); } else { opaque_3d_prepass_phases.remove(&retained_view_entity); alpha_mask_3d_prepass_phases.remove(&retained_view_entity); } if deferred_prepass { opaque_3d_deferred_phases .prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); alpha_mask_3d_deferred_phases .prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode); } else { opaque_3d_deferred_phases.remove(&retained_view_entity); alpha_mask_3d_deferred_phases.remove(&retained_view_entity); } live_entities.insert(retained_view_entity); // Add or remove prepasses as appropriate. let mut camera_commands = commands .get_entity(entity) .expect("Camera entity wasn't synced."); if depth_prepass { camera_commands.insert(DepthPrepass); } else { camera_commands.remove::<DepthPrepass>(); } if normal_prepass { camera_commands.insert(NormalPrepass); } else { camera_commands.remove::<NormalPrepass>(); } if motion_vector_prepass { camera_commands.insert(MotionVectorPrepass); } else { camera_commands.remove::<MotionVectorPrepass>(); } if deferred_prepass { camera_commands.insert(DeferredPrepass); } else { camera_commands.remove::<DeferredPrepass>(); } if depth_prepass_double_buffer { camera_commands.insert(DepthPrepassDoubleBuffer); } else { camera_commands.remove::<DepthPrepassDoubleBuffer>(); } if deferred_prepass_double_buffer { camera_commands.insert(DeferredPrepassDoubleBuffer); } else { camera_commands.remove::<DeferredPrepassDoubleBuffer>(); } } opaque_3d_prepass_phases.retain(|view_entity, _| live_entities.contains(view_entity)); alpha_mask_3d_prepass_phases.retain(|view_entity, _| live_entities.contains(view_entity)); opaque_3d_deferred_phases.retain(|view_entity, _| live_entities.contains(view_entity)); alpha_mask_3d_deferred_phases.retain(|view_entity, _| live_entities.contains(view_entity)); } pub fn prepare_core_3d_depth_textures( mut commands: Commands, mut texture_cache: ResMut<TextureCache>, render_device: Res<RenderDevice>, opaque_3d_phases: Res<ViewBinnedRenderPhases<Opaque3d>>, alpha_mask_3d_phases: Res<ViewBinnedRenderPhases<AlphaMask3d>>, transmissive_3d_phases: Res<ViewSortedRenderPhases<Transmissive3d>>, transparent_3d_phases: Res<ViewSortedRenderPhases<Transparent3d>>, views_3d: Query<( Entity, &ExtractedCamera, &ExtractedView, Option<&DepthPrepass>, &Camera3d, &Msaa, )>, ) { let mut render_target_usage = <HashMap<_, _>>::default(); for (_, camera, extracted_view, depth_prepass, camera_3d, _msaa) in &views_3d { if !opaque_3d_phases.contains_key(&extracted_view.retained_view_entity) || !alpha_mask_3d_phases.contains_key(&extracted_view.retained_view_entity) || !transmissive_3d_phases.contains_key(&extracted_view.retained_view_entity) || !transparent_3d_phases.contains_key(&extracted_view.retained_view_entity) { continue; }; // Default usage required to write to the depth texture let mut usage: TextureUsages = camera_3d.depth_texture_usages.into(); if depth_prepass.is_some() { // Required to read the output of the prepass usage |= TextureUsages::COPY_SRC; } render_target_usage .entry(camera.target.clone()) .and_modify(|u| *u |= usage) .or_insert_with(|| usage); } let mut textures = <HashMap<_, _>>::default(); for (entity, camera, _, _, camera_3d, msaa) in &views_3d { let Some(physical_target_size) = camera.physical_target_size else { continue; }; let cached_texture = textures .entry((camera.target.clone(), msaa)) .or_insert_with(|| { let usage = *render_target_usage .get(&camera.target.clone()) .expect("The depth texture usage should already exist for this target"); let descriptor = TextureDescriptor { label: Some("view_depth_texture"), // The size of the depth texture size: physical_target_size.to_extents(), mip_level_count: 1, sample_count: msaa.samples(), dimension: TextureDimension::D2, format: CORE_3D_DEPTH_FORMAT, usage, view_formats: &[], }; texture_cache.get(&render_device, descriptor) }) .clone(); commands.entity(entity).insert(ViewDepthTexture::new( cached_texture, match camera_3d.depth_load_op { Camera3dDepthLoadOp::Clear(v) => Some(v), Camera3dDepthLoadOp::Load => None, }, )); } } #[derive(Component)] pub struct ViewTransmissionTexture { pub texture: Texture, pub view: TextureView, pub sampler: Sampler, } pub fn prepare_core_3d_transmission_textures( mut commands: Commands, mut texture_cache: ResMut<TextureCache>, render_device: Res<RenderDevice>, opaque_3d_phases: Res<ViewBinnedRenderPhases<Opaque3d>>, alpha_mask_3d_phases: Res<ViewBinnedRenderPhases<AlphaMask3d>>, transmissive_3d_phases: Res<ViewSortedRenderPhases<Transmissive3d>>, transparent_3d_phases: Res<ViewSortedRenderPhases<Transparent3d>>, views_3d: Query<(Entity, &ExtractedCamera, &Camera3d, &ExtractedView)>, ) { let mut textures = <HashMap<_, _>>::default(); for (entity, camera, camera_3d, view) in &views_3d { if !opaque_3d_phases.contains_key(&view.retained_view_entity) || !alpha_mask_3d_phases.contains_key(&view.retained_view_entity) || !transparent_3d_phases.contains_key(&view.retained_view_entity) { continue; }; let Some(transmissive_3d_phase) = transmissive_3d_phases.get(&view.retained_view_entity) else { continue; }; let Some(physical_target_size) = camera.physical_target_size else { continue; }; // Don't prepare a transmission texture if the number of steps is set to 0 if camera_3d.screen_space_specular_transmission_steps == 0 { continue; } // Don't prepare a transmission texture if there are no transmissive items to render if transmissive_3d_phase.items.is_empty() { continue; } let cached_texture = textures .entry(camera.target.clone()) .or_insert_with(|| { let usage = TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST; let format = if view.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }; let descriptor = TextureDescriptor { label: Some("view_transmission_texture"), // The size of the transmission texture size: physical_target_size.to_extents(), mip_level_count: 1, sample_count: 1, // No need for MSAA, as we'll only copy the main texture here
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/core_3d/main_transmissive_pass_3d_node.rs
crates/bevy_core_pipeline/src/core_3d/main_transmissive_pass_3d_node.rs
use super::ViewTransmissionTexture; use crate::core_3d::Transmissive3d; use bevy_camera::{Camera3d, MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_image::ToExtents; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_phase::ViewSortedRenderPhases, render_resource::{RenderPassDescriptor, StoreOp}, renderer::RenderContext, view::{ExtractedView, ViewDepthTexture, ViewTarget}, }; use core::ops::Range; use tracing::error; #[cfg(feature = "trace")] use tracing::info_span; /// A [`bevy_render::render_graph::Node`] that runs the [`Transmissive3d`] /// [`ViewSortedRenderPhases`]. #[derive(Default)] pub struct MainTransmissivePass3dNode; impl ViewNode for MainTransmissivePass3dNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static Camera3d, &'static ViewTarget, Option<&'static ViewTransmissionTexture>, &'static ViewDepthTexture, Option<&'static MainPassResolutionOverride>, ); fn run( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext, (camera, view, camera_3d, target, transmission, depth, resolution_override): QueryItem< Self::ViewQuery, >, world: &World, ) -> Result<(), NodeRunError> { let view_entity = graph.view_entity(); let Some(transmissive_phases) = world.get_resource::<ViewSortedRenderPhases<Transmissive3d>>() else { return Ok(()); }; let Some(transmissive_phase) = transmissive_phases.get(&view.retained_view_entity) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let physical_target_size = camera.physical_target_size.unwrap(); let render_pass_descriptor = RenderPassDescriptor { label: Some("main_transmissive_pass_3d"), color_attachments: &[Some(target.get_color_attachment())], depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)), timestamp_writes: None, occlusion_query_set: None, }; // Run the transmissive pass, sorted back-to-front // NOTE: Scoped to drop the mutable borrow of render_context #[cfg(feature = "trace")] let _main_transmissive_pass_3d_span = info_span!("main_transmissive_pass_3d").entered(); if !transmissive_phase.items.is_empty() { let screen_space_specular_transmission_steps = camera_3d.screen_space_specular_transmission_steps; if screen_space_specular_transmission_steps > 0 { let transmission = transmission.expect("`ViewTransmissionTexture` should exist at this point"); // `transmissive_phase.items` are depth sorted, so we split them into N = `screen_space_specular_transmission_steps` // ranges, rendering them back-to-front in multiple steps, allowing multiple levels of transparency. // // Note: For the sake of simplicity, we currently split items evenly among steps. In the future, we // might want to use a more sophisticated heuristic (e.g. based on view bounds, or with an exponential // falloff so that nearby objects have more levels of transparency available to them) for range in split_range( 0..transmissive_phase.items.len(), screen_space_specular_transmission_steps, ) { // Copy the main texture to the transmission texture, allowing to use the color output of the // previous step (or of the `Opaque3d` phase, for the first step) as a transmissive color input render_context.command_encoder().copy_texture_to_texture( target.main_texture().as_image_copy(), transmission.texture.as_image_copy(), physical_target_size.to_extents(), ); let mut render_pass = render_context.begin_tracked_render_pass(render_pass_descriptor.clone()); let pass_span = diagnostics.pass_span(&mut render_pass, "main_transmissive_pass_3d"); if let Some(viewport) = camera.viewport.as_ref() { render_pass.set_camera_viewport(viewport); } // render items in range if let Err(err) = transmissive_phase.render_range(&mut render_pass, world, view_entity, range) { error!("Error encountered while rendering the transmissive phase {err:?}"); } pass_span.end(&mut render_pass); } } else { let mut render_pass = render_context.begin_tracked_render_pass(render_pass_descriptor); let pass_span = diagnostics.pass_span(&mut render_pass, "main_transmissive_pass_3d"); if let Some(viewport) = Viewport::from_viewport_and_override( camera.viewport.as_ref(), resolution_override, ) { render_pass.set_camera_viewport(&viewport); } if let Err(err) = transmissive_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the transmissive phase {err:?}"); } pass_span.end(&mut render_pass); } } Ok(()) } } /// Splits a [`Range`] into at most `max_num_splits` sub-ranges without overlaps /// /// Properly takes into account remainders of inexact divisions (by adding extra /// elements to the initial sub-ranges as needed) fn split_range(range: Range<usize>, max_num_splits: usize) -> impl Iterator<Item = Range<usize>> { let len = range.end - range.start; assert!(len > 0, "to be split, a range must not be empty"); assert!(max_num_splits > 0, "max_num_splits must be at least 1"); let num_splits = max_num_splits.min(len); let step = len / num_splits; let mut rem = len % num_splits; let mut start = range.start; (0..num_splits).map(move |_| { let extra = if rem > 0 { rem -= 1; 1 } else { 0 }; let end = (start + step + extra).min(range.end); let result = start..end; start = end; result }) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_core_pipeline/src/core_3d/main_opaque_pass_3d_node.rs
crates/bevy_core_pipeline/src/core_3d/main_opaque_pass_3d_node.rs
use crate::{ core_3d::Opaque3d, skybox::{SkyboxBindGroup, SkyboxPipelineId}, }; use bevy_camera::{MainPassResolutionOverride, Viewport}; use bevy_ecs::{prelude::World, query::QueryItem}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_phase::{TrackedRenderPass, ViewBinnedRenderPhases}, render_resource::{CommandEncoderDescriptor, PipelineCache, RenderPassDescriptor, StoreOp}, renderer::RenderContext, view::{ExtractedView, ViewDepthTexture, ViewTarget, ViewUniformOffset}, }; use tracing::error; #[cfg(feature = "trace")] use tracing::info_span; use super::AlphaMask3d; /// A [`bevy_render::render_graph::Node`] that runs the [`Opaque3d`] and [`AlphaMask3d`] /// [`ViewBinnedRenderPhases`]s. #[derive(Default)] pub struct MainOpaquePass3dNode; impl ViewNode for MainOpaquePass3dNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, &'static ViewDepthTexture, Option<&'static SkyboxPipelineId>, Option<&'static SkyboxBindGroup>, &'static ViewUniformOffset, Option<&'static MainPassResolutionOverride>, ); fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, ( camera, extracted_view, target, depth, skybox_pipeline, skybox_bind_group, view_uniform_offset, resolution_override, ): QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { let (Some(opaque_phases), Some(alpha_mask_phases)) = ( world.get_resource::<ViewBinnedRenderPhases<Opaque3d>>(), world.get_resource::<ViewBinnedRenderPhases<AlphaMask3d>>(), ) else { return Ok(()); }; let (Some(opaque_phase), Some(alpha_mask_phase)) = ( opaque_phases.get(&extracted_view.retained_view_entity), alpha_mask_phases.get(&extracted_view.retained_view_entity), ) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let color_attachments = [Some(target.get_color_attachment())]; let depth_stencil_attachment = Some(depth.get_attachment(StoreOp::Store)); let view_entity = graph.view_entity(); render_context.add_command_buffer_generation_task(move |render_device| { #[cfg(feature = "trace")] let _main_opaque_pass_3d_span = info_span!("main_opaque_pass_3d").entered(); // Command encoder setup let mut command_encoder = render_device.create_command_encoder(&CommandEncoderDescriptor { label: Some("main_opaque_pass_3d_command_encoder"), }); // Render pass setup let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor { label: Some("main_opaque_pass_3d"), color_attachments: &color_attachments, depth_stencil_attachment, timestamp_writes: None, occlusion_query_set: None, }); let mut render_pass = TrackedRenderPass::new(&render_device, render_pass); let pass_span = diagnostics.pass_span(&mut render_pass, "main_opaque_pass_3d"); if let Some(viewport) = Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override) { render_pass.set_camera_viewport(&viewport); } // Opaque draws if !opaque_phase.is_empty() { #[cfg(feature = "trace")] let _opaque_main_pass_3d_span = info_span!("opaque_main_pass_3d").entered(); if let Err(err) = opaque_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the opaque phase {err:?}"); } } // Alpha draws if !alpha_mask_phase.is_empty() { #[cfg(feature = "trace")] let _alpha_mask_main_pass_3d_span = info_span!("alpha_mask_main_pass_3d").entered(); if let Err(err) = alpha_mask_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the alpha mask phase {err:?}"); } } // Skybox draw using a fullscreen triangle if let (Some(skybox_pipeline), Some(SkyboxBindGroup(skybox_bind_group))) = (skybox_pipeline, skybox_bind_group) { let pipeline_cache = world.resource::<PipelineCache>(); if let Some(pipeline) = pipeline_cache.get_render_pipeline(skybox_pipeline.0) { render_pass.set_render_pipeline(pipeline); render_pass.set_bind_group( 0, &skybox_bind_group.0, &[view_uniform_offset.offset, skybox_bind_group.1], ); render_pass.draw(0..3, 0..1); } } pass_span.end(&mut render_pass); drop(render_pass); command_encoder.finish() }); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false